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SimCity 4 Devotion Custom Content Showcase => BSC Place => Team Custom Content Projects => BSC Creations => Topic started by: callagrafx on February 03, 2007, 02:08:41 PM

Title: CAL's BAT Cave
Post by: callagrafx on February 03, 2007, 02:08:41 PM
Been having a bit of a BAT day....Thought I might continue with some waterfront stuff.  Next up is a Lifeboat Station.  Not sure about the nightlights as yet and need to play with the ramp textures and model some preservers, oh and a Rib for the dock...On with the show:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Flifeboat3.jpg&hash=d40391f978125f47e159b666abc1f18169b9be95)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Flifeboat1.jpg&hash=7f8e6cbcfcf04fc40ff0952867e6e79b98cc77fd)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Flifeboat2.jpg&hash=c75fe48e1344afb78c48709952b7e74f284121ca)
Title: Re: CAL's BAT Cave
Post by: Glenni on February 03, 2007, 02:26:21 PM
 :o
Wow, nice lifeboat station!
Anyway the textures are very good, especially the stains and such down at water level. :thumbsup:

But i take it  you are going to darken that white wood a bit right?
Title: Re: CAL's BAT Cave
Post by: derek_pearce on February 03, 2007, 03:14:17 PM
*puts on a batman suit and stumbles in "oh my im in the wrong cave lol " nice lifeboat thingy looks cool.
Title: Re: CAL's BAT Cave
Post by: jeronij on February 03, 2007, 09:10:18 PM
Excellent start Cal  &apls !!!

I really like the model. This one goes with yout docks set...right ?¿

You are right about the lights needing a bit more work  ::) , but I am sure you will  master it  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 04, 2007, 12:48:17 AM
Oh yeah, those lights have SOOOO changed...I hope they will fit in, although I'll probably have to make a new deck piece for the OEH WFK to incorporate it.  That'll be an option, but also as a standalone so people aren't tied to using my waterfronts.

Glenni, British Lifeboatmen keep their stations clean  :D :D  But i will be adjusting the texture for sure, to more represent the screenie from GMAX.

Derek, you need to see someone about this obsession with men in rubber outfits (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.lchosting.co.uk%2Fsim%2Froll-laugh.gif&hash=dd99d6e53cc1d0cbd4c3fe4f2f4b4099ec76a430)
Title: Re: CAL's BAT Cave
Post by: Frankie on February 04, 2007, 01:02:16 AM
Looks great! nicely detailed model  ;D And the textures compliment it well  :thumbsup:


hehehe not to mention the perfect name for a BAT thread, lol.
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 04, 2007, 01:54:17 AM
Quick update with new texturing/nightlighting

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Flifeboat4.jpg&hash=0ac792a33863d05f57c1a34d35d08001dc84332f)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Flifeboat5.jpg&hash=58d4ecaaf0d3d0f16be2e098723d0602adec4665)
Title: Re: CAL's BAT Cave
Post by: bat on February 04, 2007, 02:06:22 AM
wonderful BAT and textures! :thumbsup:
Title: Re: CAL's BAT Cave
Post by: jeronij on February 04, 2007, 04:03:32 AM
The lights are looking much better now.
Still two suggestions for them  ;) :
Decrease a little bit the intensity
and
well, I have to admit that I have never been in a real english harbour....but I would try to use another colour for the light...maybe more "yellowish". This would make it look more "older".

Of course just my suggestions. The overall model is outstanding  &apls
Title: Re: CAL's BAT Cave
Post by: jacqulina on February 04, 2007, 07:21:12 AM
well lee another awesome bat,i love it,excellent work and the details are amazing &apls :thumbsup:
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 04, 2007, 09:10:24 AM
Thanks guys...OK, here are some ingame shots.  I need to re-render the model slightly more offset to avoid the water bug (as is present here) and I will  be making a bigger LOT with more of a complex.  It will dig to the waterline to conform to PEG CDK, CSX WFK and my OEH waterfront sets.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Flifeboat-ingame1.jpg&hash=a151cfdee7271e84c9e41c1aa597733bbc423115)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Flifeboat-ingame2.jpg&hash=56aeddd5de61314f1235428fcf57b59631be9e08)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Flifeboat-ingame3.jpg&hash=31024b5a63ce997d73958bb68db5308475b8114e)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Flifeboat-ingame4.jpg&hash=7516e1b6ddfdb61a5a1bb8e46adc6e28ce1ccda6)
Title: Re: CAL's BAT Cave
Post by: derek_pearce on February 04, 2007, 09:17:05 AM
wow looks good nice bat cal its definatly gonna be on my to download list
Title: Re: CAL's BAT Cave
Post by: Serkanner on February 04, 2007, 11:06:16 AM
How are they getting the boat back up there again?

Excellent BAT btw.
Title: Re: CAL's BAT Cave
Post by: Glenni on February 04, 2007, 11:11:19 AM
think they use chains... or ropes allthough i don't know quite, anyway i love that! Will be 'waitin for it ;D
Title: Re: CAL's BAT Cave
Post by: Gaston on February 04, 2007, 12:37:25 PM
This is gonna make a great addition to anyones water-front.


---Gaston
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 04, 2007, 01:14:41 PM
Quote from: Serkanner on February 04, 2007, 11:06:16 AM
How are they getting the boat back up there again?

Excellent BAT btw.
Glenni's right, it gets winched up...there are grooves in the ramp that match the hulls of the boats, so it doesn't fall off.  The model is complete and now I'm playing with the LOT...the station itself will be an overhanging prop but the LOT will act as a Firestation, without spawning fire engines..so it'll have a positive effect on safety.  It may distort fire coverage though, so I'm tempted to add as small firestation to the LOT, that DOES spawn...but I'll get advice on that.

I was going to tie it into my OEH stuff, but it may be better as a standalone that just blends in without requiring the harbour itself.
Title: Re: CAL's BAT Cave
Post by: jeronij on February 04, 2007, 02:05:29 PM
This renders looks excellent. I like the contrast between the different textures  ;D
Title: Re: CAL's BAT Cave
Post by: bat on February 05, 2007, 08:13:27 AM
fantastic ingame pictures of your lifeboat station! :thumbsup:
Title: Re: CAL's BAT Cave
Post by: jacqulina on February 05, 2007, 10:31:44 AM
beautifull work and looking great ingame
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 06, 2007, 11:10:06 AM
Made some headway today (to pinch a nautical term  ;D )

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Flifeboat-ingame5.jpg&hash=7a58ab646f2cb91032780e9967a82c352f79748f)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Flifeboat-ingame6.jpg&hash=798b6e1f0fa4acfe06b5c8b2330ca437ee81e479)
Title: Re: CAL's BAT Cave
Post by: Air6 on February 06, 2007, 11:32:29 AM
Great work. Nice ingame pictures &apls
Title: Re: CAL's BAT Cave
Post by: Serkanner on February 06, 2007, 01:11:16 PM
The small lifeboat is great!!! As others have said before the textures are really stunning ... this will be a jewel amongst the other coastal buildings.  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: metasmurf on February 06, 2007, 01:12:09 PM
Really good work  :thumbsup: A slightly noise effect with the noise filter in photoshop on the roof texture would be nice, but thats a minor detail.
Title: Re: CAL's BAT Cave
Post by: keithsed on February 06, 2007, 02:33:58 PM
Thanks for all the pics.  It's interesting for us BAT illiterate folks to see what you do from one pic to the next.

Thanks for sharing.  :thumbsup:

Keith
Title: Re: CAL's BAT Cave
Post by: GrizzlyBuilder on February 10, 2007, 02:01:13 PM
Is it a reward, or just eye candy?
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 10, 2007, 03:15:32 PM
Neither...It's a rescue station and as such will act as a Deluxe Firestation, affecting the safety rating.  It will appear in the Fire Menu.

Here's an updated screenie with the animated flag Geoffhaw is doing for me....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Flifeboat-ingame7.jpg&hash=9543ffe70a0925590a3a738040c83defdf3022b4)
Title: Re: CAL's BAT Cave
Post by: Adriano57 on February 10, 2007, 03:21:20 PM
Excellent work and the details are amazing !!! Your lifeboat station is wonderful !
Title: Re: CAL's BAT Cave
Post by: sim1234 on February 10, 2007, 03:28:27 PM
Wow, that looks fantastic! &apls The in-game pictures are great and the attention to detail is brilliant! Keep up the excellent work!  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 10, 2007, 03:34:26 PM
While that one's away being tweaked, modded and having a lovely animated flag added, I thought I'd turn my attention to a Cardiff Landmark, the St David's Hotel and Spa...the model is not finished yet (a bit of detailing still to be done) and I need to nightlight and add roof junk, but here's what I have so far....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fstdavids.jpg&hash=7ca0d4cc0630ccc4cf32c7647ae0b3c9a3ffc1eb)
Title: Re: CAL's BAT Cave
Post by: dedgren on February 10, 2007, 03:46:31 PM
My God, Lee- I have no concept of how you folks create this wonderful stuff!  3RR is just going to be amazing once we start developing it, because everything in it will be cherry-picked from the best of the incredible custom content you and a few others have created.

I am floored every time I stop by.


David
Title: Re: CAL's BAT Cave
Post by: JBSimio on February 10, 2007, 03:54:08 PM
Good Lord, Lee!  Where did that one come from?   &apls  Very nice, indeed!

JB
Title: Re: CAL's BAT Cave
Post by: metasmurf on February 10, 2007, 04:30:09 PM
Awesome building you got there. I bet it will be a killer when the nightligting is done
Title: Re: CAL's BAT Cave
Post by: Fledder200 on February 10, 2007, 04:33:33 PM
wow Lee  :o

that is one amazing building!!!!
i realy like it!!
maby you can turn it in a high welth residential building aswel, but as a hotel it's nice too!!
is there gonna be a pool??...and i want a room :P
Title: Re: CAL's BAT Cave
Post by: bat on February 11, 2007, 02:28:22 AM
Great building and design! :thumbsup:
Title: Re: CAL's BAT Cave
Post by: M4346 on February 11, 2007, 02:40:20 AM
WOW! :o That is truly amazing!  Yet another masterpiece from your BAT Cave!  :thumbsup:

&apls &apls
Title: Re: CAL's BAT Cave
Post by: BarbyW on February 11, 2007, 02:47:14 AM
You should have a bad back more often, Lee, if this is the result ;D This will look excellent in game.
Title: Re: CAL's BAT Cave
Post by: kwakelaar on February 11, 2007, 01:15:28 PM
Your rescue station is really comming to life and this new building looks very interesting. A sudden change of theme, but I like it.
Title: Re: CAL's BAT Cave
Post by: Diggis on February 11, 2007, 02:37:17 PM
That is stunning mate.  Very nice work
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 11, 2007, 03:27:23 PM
Remodelled it a little and started on the nightlights...although the bloody thing's leaking like a sieve atm...I may be some time  :D :D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fnewstdavids.jpg&hash=79fb063800f2d6608108b93470c6832e3fd943dc)
Title: Re: CAL's BAT Cave
Post by: vester on February 11, 2007, 03:31:57 PM
Wow love it. Great nightlight.
Title: Re: CAL's BAT Cave
Post by: Serkanner on February 11, 2007, 04:39:15 PM
A whole different type of architecture this time ... and you seem to master that as well ...  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: Cali on February 11, 2007, 04:40:32 PM
looks really good. the design is amazing. keep up the great work :thumbsup:
Title: Re: CAL's BAT Cave
Post by: DuskTrooper on February 11, 2007, 05:27:14 PM
Quote from: barbyw on February 11, 2007, 02:47:14 AM
You should have a bad back more often, Lee, if this is the result ;D This will look excellent in game.

After all, if it wasn't for a bad back, I would never have had time off from school to learn BAT just over three years ago...  ;)

Looking great, Cal!  Can't wait to see more progress!  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 12, 2007, 01:06:19 PM
OK, spent some time nightlighting and adding a few details...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fstdavids12-02a.jpg&hash=6cf5f5c0ce64d4af8b46fb98763a73ee81cbc0bf)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fstdavids12-02b.jpg&hash=03e32e376b15d85099d34bf09ed95d5345a61867)

I think the model is complete...onwards to Lot Editor (joy of joys)
Title: Re: CAL's BAT Cave
Post by: Fred_Ginger on February 12, 2007, 01:14:18 PM
Gosh Lee, that building is really stunning!   :thumbsup: (And here all this time I thought you were just another 'pretty face'!    :D)
Title: Re: CAL's BAT Cave
Post by: M4346 on February 12, 2007, 01:21:27 PM
That is one amazing work of art Callagrafx! I love it, it's so different and so beautiful! Congratulations on yet another job well done!  &apls

Quote from: callagrafx on February 12, 2007, 01:06:19 PM
I think the model is complete...onwards to Lot Editor (joy of joys)

I can actually empathise with that... I feel your pain.  :P But I'm out of the LE now and on my way to SC4 as I'm doing my washing at this ungodly hour of 23:20 / 11:20 pm SAST. Don't ask...  :D

Good luck!  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: Rayden on February 12, 2007, 01:28:23 PM
Nice work Cal, astonishing I can say. One of the nicest buildings I've seen lately. &apls
Title: Re: CAL's BAT Cave
Post by: Frankie on February 12, 2007, 01:54:09 PM
Beautiful nightlighting! goes perfectly with the building  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: jeronij on February 12, 2007, 02:04:10 PM
I do really like the style of this one !!!

Very European  ;)
Title: Re: CAL's BAT Cave
Post by: Serkanner on February 12, 2007, 02:39:28 PM
Superb use of the nightlights ... this promises to become a collectors item.
Title: Re: CAL's BAT Cave
Post by: vester on February 12, 2007, 02:59:41 PM
ouch! stop that. You just made me fall of the chair.  ;)

Wow love those nightlight. Please teach me how to do them. (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fjphayden.com%2Fforum%2FSmileys%2Fcustom1%2Fbowdown.gif&hash=cb7ccd53f1c6e4de26eeba0acc7bd8b1d8388a47)
Title: Re: CAL's BAT Cave
Post by: metasmurf on February 12, 2007, 03:07:53 PM
Freakin awesome! The lightning really catches the eye. I also like the modeling work, very interesting shapes and such. I'll download this one for sure when it gets available at LEX.

Oh, and are you going to do any more waterfront/marina lots?   
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 13, 2007, 11:48:07 AM
The model is done, rendered and ingame, albeit on a test LOT....This when it's completed will be a CS$$$ hi wealth growable and a CS$$$ plop with jobs...

This is what she looks like in-game:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fstdavids-d1.jpg&hash=e7cc8cb59a90f51aef5e8d2cd278474db797d793)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fstdavids-n2.jpg&hash=8247024c63055e77591dd1317f8e5c1804ee617e)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fstdavids-d2.jpg&hash=f5a924e697ae7e0351b267f26b5cdb803200c1f8)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fstdavids-n1.jpg&hash=6b4d4d5ba7ea63fbcf940a9a07d3c5fef77f93bd)
Title: Re: CAL's BAT Cave
Post by: Rayden on February 13, 2007, 12:45:26 PM
 &apls &apls &apls :thumbsup:
Title: Re: CAL's BAT Cave
Post by: BarbyW on February 13, 2007, 12:50:09 PM
What he said &apls &apls &apls
Title: Re: CAL's BAT Cave
Post by: kimcar on February 13, 2007, 03:23:03 PM
Wow !  What a design  . Realy realy great one . Nice layout too. Your bat his top quality Thanks. &apls &apls :thumbsup:
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 13, 2007, 03:39:15 PM
Lighting went a bit mad on that one...so I toned them down...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fstdavids-dn.jpg&hash=5fbf34eec2045b24ff5fd404a8eda95408dca74d)
Title: Re: CAL's BAT Cave
Post by: dedgren on February 13, 2007, 04:54:47 PM
Lee, you have absolutely mad skills.


David
Title: Re: CAL's BAT Cave
Post by: jestarr on February 13, 2007, 04:56:14 PM
This really turned out well.  Great BAT and the lot's not bad either. ;D  At first glance, there seemed to be something off with the whole thing.  Then I realized I was looking at a 5 Star establishment with dirt sidewalks.  Got a chuckle out of that. :D
Title: Re: CAL's BAT Cave
Post by: Gaston on February 13, 2007, 07:49:57 PM
Abso-freek'n-lutely amazing work.   You have an incredible talent.   Wonderful stuff.   I will make a suggestion, if I may.    &ops   The roof top air handling units on the front of the building need to be symetrical,  I think.    You have them on the right hand "bump out" but not the left.   For some reason that caught my eye right off the bat.    Maybe I am wrong.    I feel like I don't have any right to make suggestions about a masterwork like this.    I love the lighting , BTW.


---Gaston
Title: Re: CAL's BAT Cave
Post by: bat on February 15, 2007, 06:20:55 AM
Wonderful building, excellent nightlighting and fantastic ingame pictures! &apls &apls &apls
Title: Re: CAL's BAT Cave
Post by: Fledder200 on February 15, 2007, 06:35:18 AM
wow this looks amazing!!
i like that building!! it looks very real!!
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 15, 2007, 07:58:37 AM
Gaston, any criticism is welcome, otherwise how do we develop..what one person misses another sees straight away...BUT if you're refering to the line of AC vents, I did that for a reason on that side only...the right hand wing is a Health Spa with swimming pools, saunas and the like, so aircon is required...the other wing is a conference facility...and those generally don't need such heavy air control (unless it's a beauty pageant and the temperature rises during the swimsuit section  :D :D

Anyway, I,in a rare moment of clarity, sent the model to Barby so she could make it more than I can ever do....these are preliminaries of her progress and I think you'll agree, she's outdone herself this time....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FStDFrontday.jpg&hash=c50c574e7139092009d9bbb2a2b3916ce60e66ce)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FStDFrontnight.jpg&hash=54275790a2b306cb59906553188365c7663adefb)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FStDWFday.jpg&hash=af5d29616a66e62c411b0925235b3486527cd6aa)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FStDWFnight.jpg&hash=68e1bf920e18f6707271b8aea8351d3951798a4d)
Title: Re: CAL's BAT Cave
Post by: kimcar on February 15, 2007, 08:16:45 AM
 &apls Wow what a look. great job to both of you . Quality and great looking is always your mark . Thanks :thumbsup:
Title: Re: CAL's BAT Cave
Post by: threestooges on February 15, 2007, 02:32:23 PM
That is an architectural maasterpiece. I just stumbled across this, but I have to say I will be coming back. I find it a rare treat to see buildings with angles, but to see such graceful curves...Outstanding work. Furthermore, my compliments to Barby for the lotting. My only comment is that the parking lot seems to be a bit cracked (though it could just be that it is a textured concrete in which case it seems nice) or of a lower quality that the surrounding area. Whatever changes are made to it, it is currently an amazing development.
Title: Re: CAL's BAT Cave
Post by: Rayden on February 15, 2007, 02:41:46 PM
It looks indeed a masterpiece. Like threestooges said, it's nice to see a building with rounded shapes for a change. ;) Congrats to you Cal and to Barbye as well. Looking forward to have it on my "collection".  ;)
Title: Re: CAL's BAT Cave
Post by: Gaston on February 15, 2007, 07:24:49 PM
Callagrafx,
     Very nice design.   [ My GF wants to know where the sims are that should be getting facials and hot stone massages.    ;D   ]
     Okay I think I understand the reasoning for the airconditioning.   I like the lot it is setting on.    Seems somehow appropriate to be by the sea.    Very nice indeed.


---Gaston
Title: Re: CAL's BAT Cave
Post by: Cali on February 15, 2007, 09:03:37 PM
wow, thats an amazing design. the curves are awesome. great work to all. and can't wait till it hits the lex ;D
Title: Re: CAL's BAT Cave
Post by: jacqulina on February 16, 2007, 05:30:18 AM
wow lee thats very beautifull i have all your things so far i love the hotel very posh,excellent detail
Title: Re: CAL's BAT Cave
Post by: bat on February 16, 2007, 05:37:17 AM
beautiful hotel! :thumbsup: and great design and details!
Title: Re: CAL's BAT Cave
Post by: rooker1 on February 16, 2007, 06:06:53 AM
Great hotel, I really like the design.  It's a very unique building, great job.
Title: Re: CAL's BAT Cave
Post by: pvarcoe on February 16, 2007, 07:57:16 AM
Simply beautiful, a wonderful project.
I will either find or make a spot to fit that beauty into Teton!
Title: Re: CAL's BAT Cave
Post by: Serkanner on February 16, 2007, 08:18:17 AM
Excellent work by two specialists ...  :thumbsup:  ... May I assume now with the availability of extra spare time we can expect more of these great buildings for the game from you?   ()stsfd()
Title: Re: CAL's BAT Cave
Post by: Fred_Ginger on February 16, 2007, 10:36:22 AM
 &apls &apls &apls

This is a truly beautiful building and it's on a spectacular lot!
Title: Re: CAL's BAT Cave
Post by: dioangel on February 16, 2007, 10:45:13 AM
Most excellent stuff Lee!  :thumbsup: ;D
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 16, 2007, 03:38:50 PM
Barby has worked her magic again..there will be 3 options available...one will be a CS$$$ growable and there will be 2 ploppable versions..one that tie into the BSC parks and the other that fits with my Old English Harbour waterfront set.

The ploppable ones are presented here:
http://www.lchosting.co.uk/sim/stdavids.swf

It's interactive so click on the links...
Title: Re: CAL's BAT Cave
Post by: Fred_Ginger on February 16, 2007, 03:44:17 PM
 
&dance &dance &dance &dance &dance &dance &dance
Title: Re: CAL's BAT Cave
Post by: Serkanner on February 16, 2007, 03:51:36 PM
Quote from: Fred_Ginger on February 16, 2007, 03:44:17 PM
&dance &dance &dance &dance &dance &dance &dance

Speechless?

Edit:  ... its the darn pinkies .. took them forever to show up this time.
Title: Re: CAL's BAT Cave
Post by: Rayden on February 16, 2007, 04:11:38 PM
 ??? :o :o &dance %BUd%
Title: Re: CAL's BAT Cave
Post by: Zaphod on February 17, 2007, 01:01:16 AM
I see your hotel and see the main building of a 5 star golf resort put together using Joerg's Golf Kit and BSC Parks.....

The lifeboat station is amazing.Thats the kind of thing we need, more older/realisitc non-park waterfront structures
Title: Re: CAL's BAT Cave
Post by: bat on February 17, 2007, 01:25:13 AM
The two versions of this hotel are looking fantastic! :thumbsup:
Title: Re: CAL's BAT Cave
Post by: Couchpotato on February 17, 2007, 10:37:11 AM
That turned out great and I love the waterfront version.   Pretty soon my
entire city will be one giant waterfront area.   :)
Title: Re: CAL's BAT Cave
Post by: Fred_Ginger on February 17, 2007, 04:21:41 PM
So greedy Vicki wants to know, when?   ()what()
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 17, 2007, 04:29:47 PM
The Goddess is putting the finishing touches to it...and then it's back to me for packaging, so it shouldn't be too long, I promise :D
Title: Re: CAL's BAT Cave
Post by: Fledder200 on February 17, 2007, 05:26:21 PM
can i cry?....omg the hotel is amazing!!  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: dioangel on February 17, 2007, 05:29:30 PM
THIS IS AWSOME!!!! *does the happy Dance*

&dance &dance &dance &dance &dance
Title: Re: CAL's BAT Cave
Post by: kimcar on February 17, 2007, 05:58:55 PM
 &bis&  ;D  Thanks a lot
Title: Re: CAL's BAT Cave
Post by: jacqulina on February 18, 2007, 01:14:57 AM
excellent work lee as allways &apls &apls
Title: Re: CAL's BAT Cave
Post by: rooker1 on February 19, 2007, 08:55:46 AM
Awesome job, they both look fantastic. :thumbsup:
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 20, 2007, 02:51:06 AM
Just thought you might like to know, St Davids Hotel and Spa is now available exclusively on the LEX..you will need my Megapack for the hotel model though.   I'd like to take this opportunity to thank Barby for her amazing LOTing skills and creativity, for making my model sit in such beautiful LOTs.
Title: Re: CAL's BAT Cave
Post by: BarbyW on February 20, 2007, 03:02:52 AM
Thanks for the compliment, Cal, but without a great BAT it is difficult to do a good lot.
Title: Re: CAL's BAT Cave
Post by: sebes on February 23, 2007, 07:11:51 AM
Interesting architecture, great hotel  &apls
Title: Re: CAL's BAT Cave
Post by: Citynut on February 24, 2007, 11:43:02 AM
Absolutly amazing - but I cant just settle with one version I like both have you thought about doing one using Ripptides wall pieces? You'll see why real soon
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 24, 2007, 12:12:27 PM
RL has hit me full in the face so I won't have time to do anything, but the model is in my Prop Pack and it's there to be used by friend....However, Barby did the LOTs for me, so maybe she'd do one with Ripptide's when she has a spare mo, round about August 2010  ;D
Title: Re: CAL's BAT Cave
Post by: BarbyW on February 24, 2007, 12:17:03 PM
Hah, Cal, you just beat me.  ;D How about this? To be tidies up and different flora on for a tropical feel.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Fstdavidscdsstyle.jpg&hash=fa12e83bcd26fa5b086e3595ddebf0b1f1f96834)
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 24, 2007, 12:33:01 PM
and THAT's why Barby did the LOTs..... &apls &apls &apls
Title: Re: CAL's BAT Cave
Post by: Citynut on February 24, 2007, 01:52:04 PM
Wow that was quick Barby - excatly what I was looking for thank you so much - and to You Lee for a awesome hotel model
Title: Re: CAL's BAT Cave
Post by: vester on February 24, 2007, 02:44:29 PM
That looks stunning. Great work, B.
Title: Re: CAL's BAT Cave
Post by: Serkanner on February 24, 2007, 02:56:36 PM
Leave it up to the Goddess to come with an awesome lot for an awesome building.  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: bat on February 25, 2007, 03:55:18 AM
that is looking beautiful, barbyw! :thumbsup: &apls
Title: Re: CAL's BAT Cave
Post by: jacqulina on February 25, 2007, 04:42:02 AM
beautifull work lee and barby
Title: Re: CAL's BAT Cave
Post by: Fred_Ginger on March 02, 2007, 10:42:53 AM
Ditto!


I love the first two versions and am (im)patiently waiting for this one....
Title: Re: CAL's BAT Cave
Post by: BarbyW on March 02, 2007, 11:28:00 AM
That one is ready for upload but before I do I wondered about making the ripptide waterfront pieces BSC Parks compliant so had a play and this is the result:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2FStDandRTParks.jpg&hash=76611d4aed8d05cfb3409d72177f012a45a6a863)

Are you interested as I will need to do some modding to get these out to you?
Title: Re: CAL's BAT Cave
Post by: kimcar on March 02, 2007, 02:11:07 PM
 &apls Great job so far. thanks
Title: Re: CAL's BAT Cave
Post by: joelevan on March 02, 2007, 07:45:28 PM
I think that piece make a great waterfront resort! It would be wonderful addition to my beach front area.

Joel
Title: Re: CAL's BAT Cave
Post by: Fred_Ginger on March 03, 2007, 04:16:00 PM
Gonna need a lot more beach-front property! :thumbsup: :thumbsup: :thumbsup:
Title: Re: CAL's BAT Cave
Post by: jacqulina on March 04, 2007, 04:37:55 AM
looking forward to more my friend
Title: Re: CAL's BAT Cave
Post by: bat on March 05, 2007, 06:54:10 AM
Looks wonderful, barbyw! :thumbsup:
Title: Re: CAL's BAT Cave
Post by: cammo2003 on March 15, 2007, 04:20:31 AM
Quote from: barbyw on March 02, 2007, 11:28:00 AM
That one is ready for upload but before I do I wondered about making the ripptide waterfront pieces BSC Parks compliant so had a play and this is the result:

Are you interested as I will need to do some modding to get these out to you?

:thumbsup:

That is much, MUCH better! I for one would love to have those BSC compliant, as it's always bugged me that I can't do waterfront parks properly.

It's the one thing that's stopped me from using those ones...
Title: Re: CAL's BAT Cave
Post by: callagrafx on March 19, 2007, 12:33:18 PM
Well, the RL project I'm currently buried under has the added benefit of me being able to convert the high-poly detailed models into BATs.  The first attempt (a hotel) is on the backburner while I remove about 2 million faces, whereas the second is coming together nicely.  Introducing Marlies Apartments:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fmarlies-max.jpg&hash=1a1a876ef7167b1a899640fa07ea0f1e92920f02)

This is the 3DSMax model for an Airconditioning manufacturer, with various areas "cut out" (simple method of opacity maps on textures) to show the installations.

This is what happens when BAT gets a hold:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fmarlies3.jpg&hash=794d9f6aabf839460463515e5f8b924fcf30714b)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fmarlies4.jpg&hash=09fceade11a394372a69d4ba6f5c2cc02db2a2fb)

This was at the stage 2 days ago.  I've now completed the nightlighting (wasn't THAT fun?) and have sent the first draft model to the Goddess, so she can have a fiddle.  It currently sits on a 4x3 and will be a R$$$ apartment building.
Title: Re: CAL's BAT Cave
Post by: Rayden on March 19, 2007, 12:43:59 PM
Another one, even nicer than the other  :thumbsup: &apls
Title: Re: CAL's BAT Cave
Post by: Serkanner on March 19, 2007, 01:14:46 PM
Magnificant is the right word here.  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: Fledder200 on March 19, 2007, 01:37:34 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.thedailygay.com%2Fimages%2Fsmiles%2Fwow.gif&hash=bceba6a7b7685a91453ae3196ee9f34160c406a8)

OMG!! that looks amazing!!! can't wait for that one!
Title: Re: CAL's BAT Cave
Post by: M4346 on March 19, 2007, 01:52:16 PM
I agree with Fledder! That is amazing!  :o
Title: Re: CAL's BAT Cave
Post by: callagrafx on March 19, 2007, 06:09:14 PM
Last BAT preview before the final render.  Off to export, then on to Barby for LOTing

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fmarlies5.jpg&hash=750677708093673a33aaf54060cf1475c693084e)
Title: Re: CAL's BAT Cave
Post by: Fred_Ginger on March 19, 2007, 06:48:59 PM
My, Oh, My!  &apls &apls &apls I really want to live there! :thumbsup:   That is one stunning building Lee!  :thumbsup: You just keep amazing me!  :thumbsup: And you and The Goddess are an amazing team!

&dance &dance &dance
Title: Re: CAL's BAT Cave
Post by: Cali on March 19, 2007, 08:52:21 PM
I'm in awe :thumbsup:
Title: Re: CAL's BAT Cave
Post by: Gaston on March 19, 2007, 08:56:34 PM
Absolutely wonderful.      That is a truely beautiful building.    I am completely stunned by this.


---Gaston
Title: Re: CAL's BAT Cave
Post by: joelevan on March 19, 2007, 10:13:45 PM
That sound you heard was my jaw hitting the floor. NICE!!!

Joel
Title: Re: CAL's BAT Cave
Post by: Badsim on March 20, 2007, 12:40:44 AM
Hi callagrafx ,

Honestly , I wasn't attracted by the previous one ( that doesn't mean I was not able to assess the value of your work & skill . ::) ) , but I really love this new baby . :thumbsup:
Title: Re: CAL's BAT Cave
Post by: jacqulina on March 20, 2007, 06:19:39 AM
hi my friend,how are you,this is more awesome work you have done,the details are amazing
Title: Re: CAL's BAT Cave
Post by: kimcar on March 20, 2007, 06:22:05 AM
 &apls Geez Cal you always have great stuff to show us and great quality works too. Very nice model  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: SimFox on March 20, 2007, 08:54:20 PM
don't you think that night lighting is a way too harsh? It looks like it is illuminated by WWII search lights from a meter distance. may be decreasing intensity and and hotspot (if you use spots) plus setting the decay to at least inverse would help??  &Thk/(

BTW are you rendering it in GMAX or MAX bat?
Title: Re: CAL's BAT Cave
Post by: callagrafx on March 21, 2007, 02:47:10 AM
Quote from: SimFox on March 20, 2007, 08:54:20 PM
don't you think that night lighting is a way too harsh? It looks like it is illuminated by WWII search lights from a meter distance. may be decreasing intensity and and hotspot (if you use spots) plus setting the decay to at least inverse would help??  &Thk/(

BTW are you rendering it in GMAX or MAX bat?

No, not really.  The lighting is applicable to this type of building, where they are brightly lit at night for residents safety.  Rendered in GMAX because I'm having some issues with BAT4Max....one of these days I will find the time to get it set properly.
Title: Re: CAL's BAT Cave
Post by: M4346 on March 21, 2007, 03:52:50 AM
I actually think the nightlighting is splendid.  &apls I really like this project and can't wait for its release! I already have something special in mind for it. :P

Thanks a lot!

-M-
Title: Re: CAL's BAT Cave
Post by: BarbyW on March 21, 2007, 04:34:09 AM
I have been playing with the lot and actually had it grow this morning.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2FMarlies_red.jpg&hash=1f42bd8a3de945120028727e6121a4aa814e8e34)
Title: Re: CAL's BAT Cave
Post by: callagrafx on March 21, 2007, 05:54:15 AM
 &apls &apls &apls Barby, you're a star...and it looks fantastic, thank you.  I'll be packaging it tonight hopefully so watch the LEX [shameless plug] and while you're there, download some other goodies like the St David's Hotel and Spa, a CAL/BLS production [/shameless plug]
Title: Re: CAL's BAT Cave
Post by: Badsim on March 22, 2007, 04:34:26 AM
Excellent Lotting BarbyW , I wonder what your work would be without limitations for share .... ::)

Great work both ... &apls
Title: Re: CAL's BAT Cave
Post by: callagrafx on March 22, 2007, 12:40:31 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Ftopmast.jpg&hash=be982b1ffd0bb6db160da121db068af3607c4d5a)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fmarlies-d.jpg&hash=fe974ac487e9c74732f8dfd0e34941f202f26807)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fmarlies-n.jpg&hash=ca2280def7a48f614914d6b3ffbb48f5d15a6c30)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Ffooter.jpg&hash=464871b0d4593940eccf31b96c274eaf2fb88e4d)

Is now on the LEX [HERE (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=616)].  A huge thank you to Barby for providing such a fantastic base for my model.  Enjoy.
Title: Re: CAL's BAT Cave
Post by: Fred_Ginger on March 22, 2007, 12:48:24 PM
Lee, your link didn't work  :thumbsdown:, but I went to the Lex and there it was!  :thumbsup:


&apls &apls &apls
Title: Re: CAL's BAT Cave
Post by: M4346 on March 22, 2007, 12:53:31 PM
Just in time! Thank you very much Cal!

&apls &apls &apls
Title: Re: CAL's BAT Cave
Post by: Yoder7652 on March 22, 2007, 01:04:44 PM
very nice...both of you  &apls &apls
Title: Re: CAL's BAT Cave
Post by: callagrafx on March 22, 2007, 01:06:35 PM
Sorry, link's now fixed  ;D
Title: Re: CAL's BAT Cave
Post by: rooker1 on March 23, 2007, 04:57:46 AM
Great addition to the LEX, thank you very much for all your hard work.
&apls
Title: Re: CAL's BAT Cave
Post by: kimcar on March 23, 2007, 09:29:36 AM
 &apls Great job again , both of you . Thanks
Title: Re: CAL's BAT Cave
Post by: Zaphod on March 24, 2007, 11:46:42 AM
You said this is from a real life project, is this a real building? or did you design it?

Either way its amazing!

The pool is a really nice touch
Title: Re: CAL's BAT Cave
Post by: callagrafx on March 24, 2007, 12:11:27 PM
I designed the building, to show off various air conditioning installations...so the roof junk is accurate for this type of building.  The pool was to show off the heat exchanger on the roof...I was going to put some bikini clad swimmers in there, but the polycount wouldn't cope.
Title: Re: CAL's BAT Cave
Post by: jeronij on March 24, 2007, 01:48:31 PM
This is a great model. The unique shape makes it very attractive, and the lot where it sits even more. Nightlights give it the great final touch  ;)
Title: Re: CAL's BAT Cave
Post by: callagrafx on March 25, 2007, 03:34:31 PM
The ever continuing Aircon project has produced another viable BAT...in this case The Ivy House Respite Care Home. Here is The Ivy House Max render:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fivyhouse.jpg&hash=ca4c6e584d9e0b868716e7d2cbe49e3c8b6da909)

atm,I have only done the detailing on the front side of what you see, when I have finished this for commercial purposes I'll complete the back, with a long thin conservatory on the back, possibly modelled separately and added as a prop.

I am tempted to have another go with Bat4Max if I have time, as the ivy mesh will probably exceed the 65k cap imposed on .3ds files.  OBJ would be another route, but I find that format can be a bit hit and miss. BTW, the doors to the left are overscale and willl be reduced in size.
Title: Re: CAL's BAT Cave
Post by: jestarr on March 25, 2007, 03:45:31 PM
This is another great one Cal!  Isn't it great when your RL job meshes so nicely with your hobby? ;D
Title: Re: CAL's BAT Cave
Post by: callagrafx on March 25, 2007, 03:51:44 PM
@Jestarr....that it is, although it's taken me in a direction I wouldn't have gone, which makes it all the more interesting for me.

@Marcszar...They're communal toilets (don't ask, the project demanded it  :D :D).
Title: Re: CAL's BAT Cave
Post by: Fred_Ginger on March 25, 2007, 04:05:17 PM
Lee, really like this building too!  But you're gonna have to watch those old folks, they might try sneaking out down the back stairs.... :thumbsup:
Title: Re: CAL's BAT Cave
Post by: callagrafx on March 25, 2007, 04:55:38 PM
Vicki, that's for them to sneak back in, after a night's hell-raising.  This is the HQ of the Hells Rotarians  :D
Title: Re: CAL's BAT Cave
Post by: Zaphod on March 25, 2007, 05:33:50 PM
^^^

lol

Looks great. And I guess we can pretend the funky toilets/crematory is a laundry facility in the case of this BAT
Title: Re: CAL's BAT Cave
Post by: jacqulina on March 26, 2007, 06:19:59 AM
wonderfull work lee another awesome masterpiece &apls &apls
Title: Re: CAL's BAT Cave
Post by: sebes on March 26, 2007, 01:59:19 PM
Great work Lee! I love the ivy there...  (boys will still be boys vicki ;)
Title: Re: CAL's BAT Cave
Post by: spa on March 28, 2007, 09:21:04 PM
I have been offline for a while Lee so I missed your last batch. I really like Marlie's apartments and Ivy House looks really great. The Ivy on the side is really well done.
Title: Re: CAL's BAT Cave
Post by: callagrafx on March 31, 2007, 01:45:01 AM
Thank you everyone.

Little update...managed to sneak in an hour to start on the back...also re-modelled the side to remove the toilet structure and replace with more contained fire escape.  Added the ivy to this wall too, although I'm not totally happy with it yet.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fivyhouse3.jpg&hash=82012ba1f6d8f709ed0bdf61184880b30abd5e17)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fivyhouse2.jpg&hash=096d02cd89ec8b5f4669947eaee31710d295e0ba)

Apart from the ivy, the model is more or less finished.  Now I have to retexture all over again in BAT (still haven't got B4M working).
Title: Re: CAL's BAT Cave
Post by: jacqulina on March 31, 2007, 04:04:40 AM
wow awesome progress i cant wait
Title: Re: CAL's BAT Cave
Post by: TheTeaCat on March 31, 2007, 11:53:32 AM
Absolutley amazing the skills you have for BATting. I am in awe

Ps ketle's on take a break  ;D
Title: Re: CAL's BAT Cave
Post by: JBSimio on March 31, 2007, 12:44:53 PM
I just realized I haven't praised this particular model yet... but I do like it!  It kind of feels like someone's house that got turned into a business.  I know it's bigger than that, but without the lot so far, that's how it strikes.  Either way...  &apls  I wish I had found that ivy generator sooner... the results look good!
Title: Re: CAL's BAT Cave
Post by: callagrafx on March 31, 2007, 01:16:22 PM
@JB, that's pretty much how most nursing homes here in the UK start out...

As for the ivy generator, yep, it's a great tool but a bit hit and miss, quite processor intensive and prone to system locks...the other problem I'm having is importing into GMAX...the main model came through fairly painlessly but the ivy is proving a problem...there's a 65k poly cap on 3ds export in Max and these exceed that and then some.
Title: Re: CAL's BAT Cave
Post by: JBSimio on March 31, 2007, 01:22:05 PM
The ivy exceeds 65k???   :o  Maybe I was better off doing my own after all... most of my "plants" are in the 11-15k poly range at this point.  Then again, add them all up and it's about the same, so maybe I'm misunderstanding.  Either way... it looks great and I'll have to check the tool out sometime soon.
Title: Re: CAL's BAT Cave
Post by: callagrafx on March 31, 2007, 03:33:10 PM
The Ivy generator creates the branches and then ¨grows¨ the leaves individually.  The ivy on the end wall was a little tricky, I had to export to OBJ, use Deep Exporation to convert to 3DS (after fiddling with some settings) then import into an empty gmax scene to prevent a crash, then just merged with the main scene.

Anyway, I have managed to bring this bad boy into Gmax for final output.  Here is what I have so far
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fgreenacres1.jpg&hash=de544367a686dbb486a72154b1a1cbcab894a420)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fgreenacres2.jpg&hash=01c6c46cac0ed997c6b798c5cf0ba231f4607509)

I'm a lot happier with the end ivy now, after spending some time with Ivy Generator.  The texture needs a little work,as the leaf detail just gets completely lost.  In terms of nightlighting, this won't have a great deal, as the poor old dears need their sleep, so just some porch lighting and some downstairs lighting at the back, maybe the conservatory too if I feel adventurous.
Title: Re: CAL's BAT Cave
Post by: M4346 on March 31, 2007, 03:42:59 PM
It is looking quite pleasant, and a great job overall!  :thumbsup: Great work on the Ivy too! :)
Title: Re: CAL's BAT Cave
Post by: Antoine on April 01, 2007, 08:19:01 AM
good job !!!! I like the texture too, share has the black roof ;)
Title: Re: CAL's BAT Cave
Post by: sebes on April 01, 2007, 09:15:45 AM
I am loving it  &apls
Title: Re: CAL's BAT Cave
Post by: callagrafx on April 01, 2007, 01:30:25 PM
Happy with the model and textures now (thanks to Jen_P for the prompt about the pinky floor, BAT lighting sucks in a big way) and have nightlit it to an extent...I'm not going mad with the lights on this one, as the inmates are all waiting for God and are sound asleep.

I'm going to export tonight (hopefully I hit the right scale) and then attempt a decent LOT...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fgreenacres3.jpg&hash=8af5aab95c950d1732f497f17425beb3100f5f4c)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fgreenacres4.jpg&hash=05c1d4f856df3d63732257ddbcefe021bae3eea9)

Antoine, I will sort out the roof texture for you...It is one of Mickebears that he shared once.
Title: Re: CAL's BAT Cave
Post by: Badsim on April 01, 2007, 01:51:41 PM
Quote from: callagrafx on March 31, 2007, 03:33:10 PM

In terms of nightlighting [...] maybe the conservatory too if I feel adventurous.

Glad to see you did . ;)

Excellent work , I like this vegetation growing on walls & roofs ... :thumbsup:
Title: Re: CAL's BAT Cave
Post by: Cali on April 01, 2007, 02:21:19 PM
wow! thats all i have to say &apls
Title: Re: CAL's BAT Cave
Post by: jacqulina on April 02, 2007, 03:31:41 AM
hi lee ,wow thats awesome progress i love the ivy,its a shame that ivy cant be ploppable in the game i sure could do a lot with that,i am eagerly awaiting this recent work of yours i think it would be very happy in my cj &apls &apls
Title: Re: CAL's BAT Cave
Post by: kimcar on April 02, 2007, 05:33:41 AM
 &apls Very detailled one again . Great skill you have . Keep gioing :thumbsup:
Title: Re: CAL's BAT Cave
Post by: Antoine on April 02, 2007, 06:23:07 AM
Wow great details, I'm loving it ! The roof texture is better  &apls
Title: Re: CAL's BAT Cave
Post by: jayo on April 02, 2007, 06:45:32 AM
Nice :thumbsup:Do you know when your retirment home is to be realesed. ()what()
Title: Re: CAL's BAT Cave
Post by: callagrafx on April 02, 2007, 07:37:29 AM
Thank you everyone...a quick update on progress.

I will be exporting in a little while, then the model will get passed to Barby for LOTing and modding.  It will be a health reward with criteria yet to be defined, but it will be BTE enabled.

Once done, it'll get passed to the scrutineers to make sure the reward functions properly, then it's the ole package and upload job.  It's not for mere mortals such as I to put a time on it as it will be in the hands of greater beings...

Antoine, here's the texture you were asking about...hope to see it on one of your BATs soon  :thumbsup:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FGreyslate.jpg&hash=2e6f85dc281167b537daaae84eaa1dc05c6293c2)

P.S. sorry about the image size, some of us have big screens  :P
Title: Re: CAL's BAT Cave
Post by: BarbyW on April 02, 2007, 08:00:44 AM
Bragging again, Cal. :D :D :D
Title: Re: CAL's BAT Cave
Post by: Antoine on April 02, 2007, 09:33:12 AM
thanks you callagrafx  ;)
Title: Re: CAL's BAT Cave
Post by: jayo on April 02, 2007, 10:19:08 AM
Great.nice texture. ;D To date i have downloaded all of your BATs
Title: Re: CAL's BAT Cave
Post by: spa on April 02, 2007, 07:22:39 PM
Yoink!

Thanks for the texture Cal. It has been added to my library. Btw the new building looks great.
Title: Re: CAL's BAT Cave
Post by: callagrafx on April 11, 2007, 04:09:21 PM
shameless self promotion  :D

The Bayview Retirement Home
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbayviewfinal.jpg&hash=15e518f355c4834e593516c5da41e5e729abc054)

Is now available on the LEX...Get it HERE (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=703)
Title: Re: CAL's BAT Cave
Post by: Serkanner on April 11, 2007, 04:30:58 PM
S long as you keep coming up with this level of quality you may self promote as muchas you like. Great job Lee.  :thumbsup:   ... and barby of course for the lot and the modding  ;)
Title: Re: CAL's BAT Cave
Post by: Bongoswimp on April 11, 2007, 04:39:38 PM
Lovely house, lovely lot...You're a perfect team! :thumbsup:
Title: Re: CAL's BAT Cave
Post by: callagrafx on April 11, 2007, 04:47:05 PM
Quoteand barby of course for the lot and the modding

Absolutely...this would have been pure eye candy (and not very tasty at that) if it wasn't for the Goddess...The building is only half of it. 

Another CAL/BLS production coming your way soon btw....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fwillowtree.jpg&hash=283c0dfaab61b691cea37d19a2081e02826a7fc6)
Title: Re: CAL's BAT Cave
Post by: DFire870 on April 11, 2007, 05:45:40 PM
Ooh, that retirement home is PERFECT for a community I'm working on right now. Great job on it!
Title: Re: CAL's BAT Cave
Post by: jayo on April 12, 2007, 03:25:37 AM
Amazing,just what i need for my rural cj.

p.s-the cottage looks great!  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: jacqulina on April 12, 2007, 02:28:17 PM
i have downloaded allready awesome work lee and you know that cottage is awesome and i will be downloading it &apls &apls
Title: Re: CAL's BAT Cave
Post by: Serkanner on April 12, 2007, 03:00:13 PM
The cottabe is a beauty and will fill in greatly with your other work. One of these days we will be able to build an entire Cal village ... which might be rather disturbing for others  ;D
Title: Re: CAL's BAT Cave
Post by: BarbyW on April 12, 2007, 03:40:18 PM
I won't get the cottage done and back to Cal until someone comments on the occupants of the retirement home $%Grinno$% :thumbsup: ;D
Title: Re: CAL's BAT Cave
Post by: jacqulina on April 12, 2007, 03:42:13 PM
awwwwww shucks barby im putting that in pf i promise i will comment when its ready but im waiting on the cottage to lol
Title: Re: CAL's BAT Cave
Post by: jayo on April 13, 2007, 01:23:39 AM
 &apls Infact i do have a whole CAL village in my CJ! Anyways,once again i can not wait to use that lovelly cottage.
And the speed that you work on  %confuso .Fantastic  :thumbsup:

Welcome to page ten
Title: Re: CAL's BAT Cave
Post by: callagrafx on April 13, 2007, 01:46:35 AM
Thanks guys, it's really appreciated.  I wouldn't say I'm that fast  :D  However, the last 2 (Marlies and Bayview) are works I had to do for a commercial project, so BAT translation was fairly easy.  Look forward to your MD Jayo.

Barby....ooo, crack that whip  :D :D
Title: Re: CAL's BAT Cave
Post by: jayo on April 13, 2007, 02:10:49 AM
Oh cal my MD is up allready AND Has a fair few amount of your BATs in it.  :) Check it out if ya want!
Title: Re: CAL's BAT Cave
Post by: CabraBuitre on April 15, 2007, 07:00:32 PM
Quote from: callagrafx on April 11, 2007, 04:09:21 PM
shameless self promotion  :D

The Bayview Retirement Home
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbayviewfinal.jpg&hash=15e518f355c4834e593516c5da41e5e729abc054)

Is now available on the LEX...Get it HERE (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=703)

This is great Cal!!  Barby may be the one to ask more than yourself as you said she sculpted the lot... but are the curvy reverse overlays specific to this lot, or are they part of a larger pack?
Title: Re: CAL's BAT Cave
Post by: jacqulina on April 16, 2007, 03:52:43 PM
i cant get the retirement home yet so i cant tell you anything about it sorry
Title: Re: CAL's BAT Cave
Post by: BarbyW on April 16, 2007, 04:00:29 PM
The curvy overlays are on BSC Textures Vol02 on the LEX.
Title: Re: CAL's BAT Cave
Post by: hydra on April 16, 2007, 07:06:58 PM
callagrafx you jst keep staying on this game just like lot's of your othe BSC mates keep the good work up. &apls

Hydra
Title: Re: CAL's BAT Cave
Post by: jacqulina on April 18, 2007, 01:05:33 PM
hi lee im just wondering is there any other way to get the retirement home caus theres no way im going to have that many rich people,im sure some others that are maybe doing small towns or rural are finding it difficult to get these rewards plz help thankyou
Title: Re: CAL's BAT Cave
Post by: metasmurf on April 18, 2007, 01:40:23 PM
Quote from: jacqulina on April 18, 2007, 01:05:33 PM
hi lee im just wondering is there any other way to get the retirement home caus theres no way im going to have that many rich people,im sure some others that are maybe doing small towns or rural are finding it difficult to get these rewards plz help thankyou

ctrl+x and type you don't deserve it

? :P
Title: Re: CAL's BAT Cave
Post by: callagrafx on April 20, 2007, 02:38:57 AM
Not so much a new work as an old friend with a facelift.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Freturn.jpg&hash=552c26eb1c6271773fc87664d0d3b6e96def2428)

Change List:
I've changed the textures to be a bit more realistic.
Changed the LOT to make it more attractive (thanks to Goober's wild flowers and D66's lovely well).
I've also altered the model so the wheel is wider and fits the stream more comfortably.
Also added a foundation section so the Mill can overhang the water.
Added ivy to the chimney wall
Added base textures so it no longer causes the Water Texture Bug
Barby will be adding BTE.

LOT size is the same...it will not overwrite the old one (it won't conflict either) but the reward criteria may stay the same, so if you have both installed you will be prompted twice.  Once Barby has done her magic and it's been thoroughly tested it will become available on LEX as an exclusive.
Title: Re: CAL's BAT Cave
Post by: Elektra on April 20, 2007, 08:10:08 AM
Oh these are great...can't wait til Barby gets done with them.  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: jayo on April 20, 2007, 10:40:09 AM
 :thumbsup:  Brilliant!!  ()stsfd()
Title: Re: CAL's BAT Cave
Post by: meinhosen on April 20, 2007, 10:47:58 AM
Very nice!  I've thoroughly enjoyed the first version of the mill, and I eagerly await this one  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: Citynut on April 20, 2007, 02:13:54 PM
Oh WOW this is fantastic re-do of this beautiful mill it will go so well with the suburan transition I just made
Title: Re: CAL's BAT Cave
Post by: kimcar on April 20, 2007, 02:38:13 PM
 :thumbsup: Super lifting  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: callagrafx on April 21, 2007, 10:23:00 AM
Willowtree Cottage and Return to Summerton Mill are now both available on LEX.. Hope you enjoy them.

btw....Willowtree Cottage is also a dependency of Summerton Mill II
Title: Re: CAL's BAT Cave
Post by: metasmurf on April 21, 2007, 04:57:42 PM
thanks for re-doing the lot. It was really frustrating with the water graphics bug, but now when it's solved I will use the building for sure.
Title: Re: CAL's BAT Cave
Post by: GrizzlyBuilder on April 21, 2007, 05:47:22 PM
Looks good for both the Summerton Mill and Willowtree Cottage!  Though I can't find either on the reward menu when I ctrl-x you don't deserve it. 

Hope to see more along these lines.
Title: Re: CAL's BAT Cave
Post by: callagrafx on April 22, 2007, 12:32:57 AM
Grizzly, they are both near the very top
Title: Re: CAL's BAT Cave
Post by: jayo on April 22, 2007, 01:28:20 AM
 :D Can't wait to here what your next project is!  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: bat on April 23, 2007, 10:30:41 AM
Welcome to page 11!

fantastic building, callagrafx :thumbsup:
Title: Re: CAL's BAT Cave
Post by: TheTeaCat on April 23, 2007, 10:50:12 AM
Cal what a wonderful update to an old favourite &apls &apls

Kettle' on dude :D

:satisfied:
TTC
Title: Re: CAL's BAT Cave
Post by: realdimension on April 23, 2007, 11:29:48 AM
Very nice mill! It looks very picturesque.
Title: Re: CAL's BAT Cave
Post by: Badsim on April 23, 2007, 12:45:57 PM
 :o  New textures , new Lot and other improvements make this ... a must to get .Wonderful . &apls &apls &apls
Title: Re: CAL's BAT Cave
Post by: Glenni on April 25, 2007, 07:56:37 PM
Nice work, could need some graffiti though, and some trash:P         (only joking!)

oh wait... this is rural eh?
hrm, guess it is top notch then:P

Title: Re: CAL's BAT Cave
Post by: dale_bel on April 25, 2007, 10:59:09 PM
it's really nice and real.i love it
Title: Re: CAL's BAT Cave
Post by: jacqulina on April 26, 2007, 01:20:45 PM
hi lee i love the work you have done there so beautifull,i might have to start my cj again due to my second hard disk which i used for storage only,not appearing in my computer it had all my stuff on it before i formatted my first hard drive now i cant get into it.
take care my friend
Title: Re: CAL's BAT Cave
Post by: callagrafx on April 26, 2007, 02:14:56 PM
The data should still be there...have you tried any disk recovery tools?
Title: Re: CAL's BAT Cave
Post by: Citynut on April 26, 2007, 02:17:57 PM
Quote from: jacqulina on April 26, 2007, 01:20:45 PM
hi lee i love the work you have done there so beautifull,i might have to start my cj again due to my second hard disk which i used for storage only,not appearing in my computer it had all my stuff on it before i formatted my first hard drive now i cant get into it.
take care my friend

That happened to me and I lost all of my data because Windows has a bad tendancy to re-name the drive letters if one dies - I really hope that is not the case - good luck
Title: Re: CAL's BAT Cave
Post by: SimFox on April 26, 2007, 10:00:39 PM
I can recommende ZAR -Zero Assumption Recovery programm. I had great expririence with it! recovered 99,5% of data from disk that even BIOS wouldn't recognise!!!
take look: http://www.z-a-recovery.com/
Title: Re: CAL's BAT Cave
Post by: jacqulina on April 28, 2007, 01:36:59 PM
i used data recovery programs my friends and no joy with the partition with my backup on it thankyou all for your help
Title: Re: CAL's BAT Cave
Post by: callagrafx on April 28, 2007, 01:56:49 PM
Do you have another computer to test the drive in?  Making sure the jumpers are set to "slave".  Might be worth ruling out a hardware problem with the drive controller.
Title: Re: CAL's BAT Cave
Post by: jacqulina on April 28, 2007, 02:01:38 PM
ive done it all lee my friend i have lost it im sad my pf is gone im sure of it
Title: Re: CAL's BAT Cave
Post by: jayo on April 29, 2007, 02:22:09 AM
I hope youdon't mind me posting a pic,but here is my CAL village that i was talking about.If you don'twant me to post this pic then i shall change it to a link.  :thumbsup: Anyways,eager as allway to here what you a going to BAT next.  :P

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg247.imageshack.us%2Fimg247%2F3838%2Fdiddlebury20junbu8.jpg&hash=c704f42051ce2e31aba5dc8e9d4cd7f5bbf9b15a)
Title: Re: CAL's BAT Cave
Post by: sarungman on April 29, 2007, 02:33:54 AM
woooo..... very beautiful!!! it's really fit in rural..... &apls
Title: Re: CAL's BAT Cave
Post by: callagrafx on May 12, 2007, 04:26:19 PM
Been a bit quiet on the ole BAT front, apart from a residential that'll be out soon (another byproduct of RL).

This one, however, is the start of a pure recreational BAT. I'm using Max9 as GMAX just doesn't have the power.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Frah.jpg&hash=a3f0836047919b270720db6d612c1e19232a47c2)

D'ya know what it is yet?
Title: Re: CAL's BAT Cave
Post by: jacqulina on May 12, 2007, 04:29:31 PM
no i dont lee my friend,hey how are you
Title: Re: CAL's BAT Cave
Post by: jestarr on May 12, 2007, 04:40:48 PM
Hey Lee.  Nice start!  Looks like the Royal Albert Hall to me.
Title: Re: CAL's BAT Cave
Post by: GrizzlyBuilder on May 12, 2007, 05:14:27 PM
The Royal Albert Hall looks amazing. 

Is it too soon to ask if it will be a reward or landmark yet?
Title: Re: CAL's BAT Cave
Post by: jayo on May 13, 2007, 07:15:26 AM
just what i needed for my London Cj  over simtrop! ;D
Title: Re: CAL's BAT Cave
Post by: callagrafx on May 13, 2007, 07:23:43 AM
@Jacky: Hiya Jac...I'm good and trying to use the computer for things other than work (although it's a struggle)

@Jestarr:  Spot on my friend...That's good to know that even the most basic of starts is recognisable..least I know I stand a chance of doing it justice.

@Grizzlybuilder: Thank you...it's in early stages and it's something that will require more attention to detail owing to the shape.  As for the choice of LOT, I would err towards a reward as I believe a plugin that takes game resources should be a benefit, not just eye candy.  If it becomes a reward it will be BTE enabled to allow other reward triggers in the future.

@Jayo: would be nice to see that CJ in Devotion's MD section too  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: iamgoingtoeatyou on May 13, 2007, 07:33:23 AM
oh! Royal Albert Hall is a beautiful building, great choice, it looks good to me! looking forward to more :thumbsup:
Title: Re: CAL's BAT Cave
Post by: jacqulina on May 13, 2007, 08:21:36 AM
about time my friend they are for other things to lol :thumbsup:
Title: Re: CAL's BAT Cave
Post by: Krio on May 13, 2007, 11:02:09 AM
RAH looks so beautiful! And also gives me inspiration for my BATs.

And love that "I'm using Max9 as GMAX just doesn't have the power." Allthough it's a fact, it's funny  ;D
Title: Re: CAL's BAT Cave
Post by: jayo on May 13, 2007, 12:09:50 PM
 :P I wish i could BAT like you.  :thumbsup: Thumbs up for a great start
Title: Re: CAL's BAT Cave
Post by: kwakelaar on May 13, 2007, 12:29:19 PM
This will be a wonderful project, it looks very good so far.
Title: Re: CAL's BAT Cave
Post by: bat on May 14, 2007, 08:53:18 AM
Nice start! Looking forward to that!
Title: Re: CAL's BAT Cave
Post by: Strechnitz on May 14, 2007, 09:44:18 AM
Oh wow,

The Royal Albert Hall!. That is quite a challenge Callagrafx I welcome it already  :)
It has a good start. the textures are fine imho.

Good luck with this.

BTW, how will you make the freeze?

Strech.
Title: Re: CAL's BAT Cave
Post by: Yoder7652 on May 14, 2007, 10:01:33 AM
Well sonofabit**, Lee you beat me to it!  :P I had Royal Albert Hall on my to-do list...3rd one down after finishing St.Pete's (although I haven't had bat time recently). I guess I'll scratch it off and bump the others up  ::) :D
Seriously, I'm glad to see you take this on...though you must hurry because Osturland needs a new opera house!  ;D
Title: Re: CAL's BAT Cave
Post by: callagrafx on May 14, 2007, 10:16:10 AM
 :D :D :D Sorry Yoder, I was bored with houses and airconditioning...As for hurrying, I'm not as fast as you or Debussyman with these ornate things...but once one quadrant is done it's a simple matter of a radial array on the group and job done  :thumbsup:

Strech...the angle of the building in SC4 will make the frieze almost invisible, but it'll be a texture (I have some decent reference pics).  Texturewise, those are just placeholders to give me an idea of lighting etc...the proper ones will be more realistic.
Title: Re: CAL's BAT Cave
Post by: jayo on May 14, 2007, 10:38:14 AM
Well thats nice to know  ::)
Title: Re: CAL's BAT Cave
Post by: callagrafx on May 26, 2007, 09:16:04 AM
Bitta bad news on this one...the model file and it's backup have decided they don't like me anymore and will not open.  Tried everything including merging bits at a time and still no joy...so I have given up on it.  It's a real PITA as I'd just finished the main entrance.

Now looking for inspiration from somewhere...
Title: Re: CAL's BAT Cave
Post by: jayo on May 27, 2007, 12:41:56 AM
Crap,just have to leave it to yoder then :P Anyways i would like to see you make a generic office block(about 7 storeys maby)Typical of what you would find in london or maby a historic monument form london :):)
Title: Re: CAL's BAT Cave
Post by: freedo50 on May 27, 2007, 09:12:03 AM
How about trying the Sage Gateshead, I think its a fantastic building, and quite frankly is crying out to be BATted. In fact I'd support anything that comes from the north of england  :)

Fred
Title: Re: CAL's BAT Cave
Post by: jayo on May 28, 2007, 12:23:52 AM
True and my grandad did live in newcastle(until he died) And would be useful for my CJ.What asbout the angle of the north or millenium bridge newcastle or millenium bridge london  ()stsfd() ()stsfd()
Title: Re: CAL's BAT Cave
Post by: Glenni on May 28, 2007, 01:38:17 AM
How about something from your local area? Heh i sometimes find inspiration from there. :) Just find something you like.
Title: Re: CAL's BAT Cave
Post by: Yoder7652 on May 28, 2007, 04:23:33 AM
ahhh...back on my list then  :D sorry to hear about this though, Lee
Title: Re: CAL's BAT Cave
Post by: jacqulina on May 29, 2007, 01:27:53 PM
i think old mansions or something i think you would do a beautifull job at them lee my friend
Title: Re: CAL's BAT Cave
Post by: BarbyW on May 29, 2007, 01:40:55 PM
Old MANsions, Jacky? That's a bit unkind as Lee isn't that old. ;D
Title: Re: CAL's BAT Cave
Post by: TheTeaCat on May 29, 2007, 01:51:19 PM
I agree with Jacky.

How about the one they used for Brideshead Revisited? or the one type of residential that I have not seen many of in SC is thatched cottages.

Emmm another suggestion that revolving lock gate up norht
The Falkirk Wheel
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg253.imageshack.us%2Fimg253%2F1148%2F1210wheelbb7ae25eyn9.jpg&hash=0e6c3f3b187fc5f8b58a1c0679baffaf3c672c4a)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg253.imageshack.us%2Fimg253%2F989%2Ffalkirkwheel3b7dfd2bpv4.png&hash=5f7f7e808e9616cc8ae4e846e560442949faedf0)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg456.imageshack.us%2Fimg456%2F1027%2Ffalkirkwheel2b7de9b3jf9.png&hash=fb2e625968754a9ca5b4d4b55b57432ea3885f37)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg404.imageshack.us%2Fimg404%2F5899%2Ffalkirkwheelab7d3a97dn1.png&hash=3fa31eac7d48369a3d39ac09de302ff87d0586af)

or for last suggestion ;)
some piers
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg367.imageshack.us%2Fimg367%2F7435%2Fpier2bx8.jpg&hash=6026ff85959ab5dfa7cd7e645739a786ca823ef6)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg479.imageshack.us%2Fimg479%2F8673%2Fpier14ft8.jpg&hash=fbc9a469d3857a75c656ced9a0515f9851fbc377)

hope this helps a bit.

:satisfied:
TTC




Title: Re: CAL's BAT Cave
Post by: jacqulina on May 29, 2007, 02:02:43 PM
barby lol hes not that old but he sure knows how to make old things lol
Title: Re: CAL's BAT Cave
Post by: callagrafx on May 29, 2007, 02:54:39 PM
lmao ain't that the truth...Thanks guys for the cheer-up.  TCC, I love the Falkirk wheel...

However, at the moment it's not a lack of buildings I want to create, more a lack of motivation as I have so much RL work on at the moment I'm too tired in the evenings to do much apart from slouch in front of the TV...

When I get more time, I want to have a crack at Battersea Power Station.
Title: Re: CAL's BAT Cave
Post by: jacqulina on May 29, 2007, 03:20:16 PM
lol thats the truth,anyway you rest i know when you create something it will be awesome lee my friend :thumbsup:
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 01, 2007, 04:50:17 PM
It was mentioned in another thread (the desktop one) about the Gateshead Millennium Bridge in Newcastle, UK...It's an incredible thing to behold and to watch it tilt is something else, so I decided to have a bash at it after the disaster of the Albert Hall...Here's where I am:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbridge.jpg&hash=5eaad348a9134e5d867a6c2070d73a0736deaf6c)

This one is for Simgoober's canals and will be a span of 4 tiles (64m) which is a little oversize but any smaller and it'd look daft.  Anyway, the final will need to be rendered in gmax, not Max 9 as it needs to match exactly the existing pieces.

For those of you who don't know this engineering marvel, here's a piccie:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fcampaigns.lga.gov.uk%2Fmedia%2F12%2Fcomponents%2Fecard%2F42full.jpg&hash=10de253de45579d269cd0988d02cb0016d489930)
Title: Re: CAL's BAT Cave
Post by: TheTeaCat on June 01, 2007, 04:55:21 PM
Wow Lee that looks amazing so far. I am glad that you are attempting this as i think it is an amazing structure. Looking forward to this.I am glad I was able to give some encouragement.

The keltte'e alaways on for you mate :thumbsup:

:satisfied:
TTC
Title: Re: CAL's BAT Cave
Post by: Yoder7652 on June 01, 2007, 06:51:25 PM
oooo...very nice Lee! This is quite the fancy bridge...I like it  :satisfied:
Title: Re: CAL's BAT Cave
Post by: jayo on June 02, 2007, 12:35:28 AM
Woohoo.Now it will be easier to create newcastle for my journal :):) How about the sage gatehead.lol.Anychance you could put it as an overhanging lot aswell  ()stsfd() ()stsfd()
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 02, 2007, 05:36:25 AM
I took some liberties with the bridge design...I don't like the angular arch, it looks a bit funny on the games isometric viewpoint, so I went round:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbridge2.jpg&hash=62e3ba4a39b77452b01a768e181c400c427cf045)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbridge3.jpg&hash=cd9d6ae4e363f83531dc3bf15cbf7a3dd3c77159)

I also wasn't about to create hundreds of mini omni's for the nitelites, so I settled on a lightwash instead.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbridge4.jpg&hash=cd57e76f78b132dd38afe4137a7a3547de4998c7)

However, the final ingame model will look more like this:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbridge-game2.jpg&hash=96ff6c84c1687634f4b0061dfd08086ac79a96a8)

and at night:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbridge-game1.jpg&hash=a921985bac60638225d724655f3246d3d1f1ba42)

Next step is to bring it back to GMAX and render to match Goober's canals...
Title: Re: CAL's BAT Cave
Post by: TheTeaCat on June 02, 2007, 07:57:19 AM
WOW    &apls &apls &apls

My chin hurts  :D

Now that would look special in my town. In fact that would look specail in anybody's town!

I sure hope this makes an appearance in the game  - meaning no probs rendering etc like the albert hall ;)

More tea Lee?

:satisfied:
TTC
Title: Re: CAL's BAT Cave
Post by: jeronij on June 02, 2007, 08:06:48 AM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbridge4.jpg&hash=cd57e76f78b132dd38afe4137a7a3547de4998c7)

???  :o  &apls

Simply astonishing picture. Fantastic  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 02, 2007, 08:43:26 AM
thank you Jeroni, coming from you that means a lot...I'm especially proud of that one.

@TCC:  Sorry Derry, didn't mean to hurt ye...go on then, as you no doubt have the kettle on  :D :D

I have the model in GMAX now as it needs to match the intensity of the existing canals (There's a definite shift in intensity with BAT4Max) and here's what I have:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbridge-gmaxdn.jpg&hash=c86dab2b964184c70e0a0615d910928c7dc27876)

I'd forgotten just how ¨cut-down¨ Gmax actually is..how some people create masterpieces with it I'll never know.
Title: Re: CAL's BAT Cave
Post by: Krio on June 02, 2007, 08:57:05 AM
Oh my..that is astonishing! Shame that the game version isn't as cool as 3dsmax, but it still look great. Nice non-industrial add-on  &apls
Title: Re: CAL's BAT Cave
Post by: Sim Shady on June 02, 2007, 09:00:37 AM
im crying because of the tragic injustice sc4 has commited here.  The details from your renders look so good, but you lose half of it in sc4 :(

still looks fantastic though!  Top-notch BATing skills there :)
Title: Re: CAL's BAT Cave
Post by: jayo on June 02, 2007, 11:06:15 AM
Great skills.Tell me,how many tiles wide is that?
Title: Re: CAL's BAT Cave
Post by: Vario80 on June 02, 2007, 11:24:19 AM
Wow this is really a top notch bridge.  &apls Will it be just eye candy or it will be transit enabled?
But either way i would it download it.  :satisfied:
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 02, 2007, 02:07:29 PM
It's a ped bridge but I think probably just eye candy  :'(  as making it Ped Transit enabled would require some seriously complicated LODs.  Also, it wil tilt at certain times of day and night and that would be a bit odd if it was tilted yet the sims were walking on water...Not all are blessed :D :D
Title: Re: CAL's BAT Cave
Post by: mjig_dudy on June 02, 2007, 03:18:55 PM
Absolutely lovely!  :thumbsup: I don't suppose there would be chance of getting it made for oppies canals? I can't wait to get my hands on this lovely piece of work!
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 02, 2007, 03:34:43 PM
Not unless Oppie releases the gmax models..these are rendered with the canal pieces to get shadows and correct alignment.
Title: Re: CAL's BAT Cave
Post by: Snaper on June 03, 2007, 01:59:42 AM
It's fantastic  &apls

What a pitty that this lot in the play is also wonderful only in Gmax ... A big Bravo  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 03, 2007, 07:18:05 AM
I rendered and added one of Goobers sims as a scale guide and it was way too small, so I've made it bigger...It now spans 6 tiles and is 4 tiles wide.

Final previews:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbridge6.jpg&hash=7b63b9eb5335ea66adc72b271b6f3f72b544c31f)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbridge6n.jpg&hash=6dd48920a9a58e4e8838ccbc8c9de676779c7ee1)
Title: Re: CAL's BAT Cave
Post by: Yoman on June 03, 2007, 08:03:42 AM
Quote from: callagrafx on June 02, 2007, 08:43:26 AM
thank you Jeroni, coming from you that means a lot...I'm especially proud of that one.

You should be, because thats the most realistic night lighting I have ever seen in game or in a modeling program. And you've even managed to sortof get its detail in game (its a 4 year old game, so there limitations :()
Title: Re: CAL's BAT Cave
Post by: Yoder7652 on June 03, 2007, 09:32:27 AM
fantabulous Lee...that night shot is amazing. I tend to not use SG's canals, but I just started a new city and I think I might  ()stsfd()
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 03, 2007, 09:36:46 AM
Thanks guys....Yoder, this requires a 6 tile wide canal...so you might want to really plan it out  :D :D :D

This is the bridge in it's open phase

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbridge-raised.jpg&hash=fe48fa71c6834b933d72155526d3c17a7c940e62)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbridge-raisedn.jpg&hash=514a54c70a4de1febdc863a345903d43f8b24051)
Title: Re: CAL's BAT Cave
Post by: TheTeaCat on June 03, 2007, 11:00:19 AM
Oh My! Lee,

Its amazing.

I will just have to find a place for this. Buildings may even have to go $%Grinno$%

It looks much better wider too in my opinion.

Quotelmao ain't that the truth...Thanks guys for the cheer-up.  TCC, I love the Falkirk wheel...
However, at the moment it's not a lack of buildings I want to create, more a lack of motivation as I have so much RL work on at the moment I'm too tired in the evenings to do much apart from slouch in front of the TV...
When I get more time, I want to have a crack at Battersea Power Station.

Aren't you glad you started this instead of slouching in front of the tv

Here's that cuppa I was making for you :thumbsup:(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg337.imageshack.us%2Fimg337%2F7329%2Fimagescuppasw1.jpg&hash=efdacee2041023f74d752089f45ebd46f271b3c6)

Bravo  &apls &apls &apls

:satisfied:
TTC
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 03, 2007, 03:57:39 PM
Cheers Derry...although I've reached the ¨veg in front of the telly stage¨ waiting for this to render...and when it does and I get it in-game it looks like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbridge-gamed.jpg&hash=4560f904c65bf3945cd06d3da7f5181eb28ae5e5)

WHich is fine...but at night some a problem arises:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbridge-gamen.jpg&hash=2a413b243e1bc85e7836917d4817aee8beb87cb5)

Looks like I need dial back the lighting even more  &mmm
Title: Re: CAL's BAT Cave
Post by: villaV on June 03, 2007, 04:05:48 PM
 &apls whoua, simplement magnifique
Title: Re: CAL's BAT Cave
Post by: Fledder200 on June 03, 2007, 04:15:55 PM
wow this looks amazing!!
i have seen the real bridge when i was in Newcastle!! ( great city btw!!)
The Bat looks pretty cool and i love the night lighting...yes i do :)

anyhoo...great work!!  &apls
Title: Re: CAL's BAT Cave
Post by: rooker1 on June 04, 2007, 07:10:18 AM
That looks outstanding, awesome work on this one.  I don't have too many canals, if any at all in my cities but when this gets released I may have to change my mind.

Robin   :thumbsup: &apls
Title: Re: CAL's BAT Cave
Post by: jayo on June 04, 2007, 08:01:49 AM
Hehe great work  :P :P :P :P :P
Anychance you could release it as an overhanging prop too.  "$Deal"$
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 04, 2007, 08:12:24 AM
Quote from: jayo on June 04, 2007, 08:01:49 AM
Hehe great work  :P :P :P :P :P
Anychance you could release it as an overhanging prop too.  "$Deal"$

Not really...look how it ties into the canal wall.  The only way to do that would be to raise the model above and have steps going up to it...Also the LODs would not be too easy either, as there is a slight tilt upwards to the walkway...Not something I have the time for right now but may have a bash at when I have what is lovingly called "spare time".
Title: Re: CAL's BAT Cave
Post by: jacqulina on June 04, 2007, 02:52:19 PM
hiya lee how are you,this is another awesome piece of work you are doing my friend,take care &apls &apls
Title: Re: CAL's BAT Cave
Post by: vester on June 04, 2007, 03:21:13 PM
One small favour, just thinking of it, when you mention LODs.
Would it be possible to add room under the bridge LOD vice, making a "tunnel" for a water taxi to go under the bridge ?
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 04, 2007, 03:27:37 PM
Hi Vester

I tried that, but it created a really weird shadow in-game (looked fine in LE) so I had to resort to a flat plane LOD.  The problem is, the way the canal LODs are done the top of the LOD is 1.5m above waterline, which is below the groundplane...so if I create a skintight LOD I get odd graphics glitches in-game as it tries to put it below ground and you end up with something like the water texture bug...it's very odd.

Sorry  :'(
Title: Re: CAL's BAT Cave
Post by: hogs29 on June 04, 2007, 05:32:10 PM
That looks incredible! &apls
We have a lot of boathouses like that here in New England.
Title: Re: CAL's BAT Cave
Post by: vester on June 04, 2007, 10:47:24 PM
Thanks for trying. Shame it's makes these graphic glitches  :(
Title: Re: CAL's BAT Cave
Post by: MsD on June 05, 2007, 08:36:10 PM
This is my first time in your BAT Cave.  LOL.  Nice title.

I thought you once told me the you wasn't very good at BATing?

What you have in here is just - WOW -  I am at a loss for words.  I will most definitely be watching this thread.

Keep up the great work.    :thumbsup: &apls
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 05, 2007, 10:00:46 PM
 :D Hiya Deb and welcome to my little corner...

BATing is no problem..it's all the other techie stuff that drives me spare, but I have a guardian goddess  :D

Finally got both models rendered and plopped ingame to see if they work

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbridge-down.jpg&hash=27cc54433c1fc776cd040579c900e9797da6b343)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbridge-up.jpg&hash=cd555993c7e5114284102e93dd9ef5681a2d8aa2)
Title: Re: CAL's BAT Cave
Post by: glepet on June 06, 2007, 04:17:45 AM
Wow! That is impressive. I'll be watching the LEX...  &apls
Title: Re: CAL's BAT Cave
Post by: kimcar on June 06, 2007, 04:40:32 AM
 &apls Fantastic work again Cal. Very well done Great skill you have. thanks for us :thumbsup:
Title: Re: CAL's BAT Cave
Post by: MsD on June 06, 2007, 12:10:23 PM
Very cool.  Almost looks real. &apls 
Title: Re: CAL's BAT Cave
Post by: Badsim on June 06, 2007, 12:34:29 PM
Hummm ... I think that I'm becoming crazy with this beauty ... I want it absolutely but I'm really annoyed to have to congest a litlle more my 2,5 Go of plugins (and my parks menu) with a canal set I don't use so far . BTW , I'll do ...  ::)

It's so magnificent !  &apls &apls &apls
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 12, 2007, 07:09:58 AM
Wahey, it's done and available on the LEX here: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=881 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=881)

Shameless self plug

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fpromo.jpg&hash=8fc99ff42398092ddd26f55b10df149bf520f91c)
Title: Re: CAL's BAT Cave
Post by: TheTeaCat on June 12, 2007, 10:40:56 AM
Cal what a magnificent job you did with this. &apls

It looks amazing :thumbsup:

The Kettles on for you ;)

:satisfied:
TTC



ps how about the Falkirk Wheel next?
Title: Re: CAL's BAT Cave
Post by: Fred_Ginger on June 12, 2007, 11:00:14 AM
Lee, you are just amazing!  That is a beautiful bridge!  Thanks!!!    &apls &apls &apls
Title: Re: CAL's BAT Cave
Post by: rooker1 on June 12, 2007, 12:37:20 PM
That is absolutley beautiful.  I now have to add a canal to my city!!!
&apls

Robin  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: kimcar on June 12, 2007, 12:50:04 PM
 &apls Amazing work . Very well done and the pics that is show is just so nice. :thumbsup:
Title: Re: CAL's BAT Cave
Post by: glepet on June 12, 2007, 06:39:28 PM
Wow! Thanks, Cal. You are a masterful batter!
Title: Re: CAL's BAT Cave
Post by: MsD on June 13, 2007, 05:37:29 AM
Beautiful, stunning, awesome, wonderful and outstanding. &apls &apls &apls &apls

Another file for me to download.  Yes this is definitely on my download list.

Thanks Cal.  Huggzzzzzzzzzzzz to you my friend.
Title: Re: CAL's BAT Cave
Post by: bat on June 13, 2007, 06:18:46 AM
WoW, a realy great bridge, callagrafx :thumbsup:
Title: Re: CAL's BAT Cave
Post by: stewart_garden on June 13, 2007, 06:21:30 AM
I saw this first in the pictures competition.  Wanted to offer my congratulations on a simply stunning BAT.

Stewart
Title: Re: CAL's BAT Cave
Post by: Snaper on June 13, 2007, 07:11:24 AM
Woooow it's work of a graphic designer that   :o :o

A big cheer  ;D  &apls &apls And thank for your lot  :thumbsup:

:P
Title: Re: CAL's BAT Cave
Post by: jayo on June 16, 2007, 12:30:49 AM
 :P :P :P :P :P Now,how about some country houses,eh?
Title: Re: CAL's BAT Cave
Post by: Yoman on June 16, 2007, 09:29:46 AM
Hmm, I could see how this could be quite hard. But would it be possible to make a version for Jeronij's canal set? I tend to use that one alot more.
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 16, 2007, 09:54:50 AM
On the list to do  :thumbsup:  Hopefully it shouldn't be a problem as all the headaches should be sorted.  Will update when I have more news.
Title: Re: CAL's BAT Cave
Post by: Yoman on June 16, 2007, 11:01:09 AM
Awesome :D
Title: Re: CAL's BAT Cave
Post by: jacqulina on June 18, 2007, 12:44:24 PM
awesome work yet again lee,how are you my friend
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 22, 2007, 04:54:21 AM
Thank you everyone (and a big hello to Jac) and I hope you are enjoying it.

After the bridge was done, I decided to see what I could do in terms of re-texturing Simgoober's canals, who has most generously given me his original models of the sets.  I've been playing around and so far have done this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fingametest1.jpg&hash=b4d260c13768365fa2a9a7579ef7547fe08de072)

There are still some texture issues and lighting problems that seem inherent in BAT and BAT4Max, in that larger models render slightly darker, so I have been testing to find the best level.  I have the overflow now matching the rest of the walls, just need to sort out the pedalo dock.
Title: Re: CAL's BAT Cave
Post by: freedo50 on June 22, 2007, 12:05:37 PM
Nice work Cal, I think this would be great to birng some extra variety to limited canal pieces we have available. I'm assuming that any BATs with canal sections included would have to be re-rendered with your new water to fit in though?

Fred
Title: Re: CAL's BAT Cave
Post by: mjig_dudy on June 22, 2007, 12:33:33 PM
wow! I love these. The water texture is excellent. A version of your Gateshead Bridge with these new canals would be the most awesome thing ever  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 22, 2007, 12:35:42 PM
Fraid so...I can release the model with the new textures but they are in 3DSMax 9 as GMAX doesn't have raytrace capability, so the application is a little limited.  The upside is though I may expand on the set.  If there's something specific, mention it here and I'll add it to the list if it's feasible.

Thanks mjig..it was the bridge that made me want to start this...so yes, there will be another version of the bridge, plus a version for Jeroni's superb canal set as well.
Title: Re: CAL's BAT Cave
Post by: freedo50 on June 22, 2007, 12:44:33 PM
Quote from: callagrafx on June 22, 2007, 12:35:42 PM
The upside is though I may expand on the set.  If there's something specific, mention it here and I'll add it to the list if it's feasible.

Sweet! An aqueduct-type thing would be cool. Also some kind of coal drop, where a rail line hangs out over the canal for unloading coal trucks into barges. Im not sure thats the right name though, Google gave me loads of crap instea dof a nice pic to show you.  &mmm

Fred
Title: Re: CAL's BAT Cave
Post by: FromTheAshes on June 22, 2007, 01:28:45 PM
They look great, better than mine I guess. I can send you my model files for diagonal parts. A few of them could contain some little mistakes, but it would be less work for you ;) Dunno if I'll ever work on the canals again, I think with your new ones we don't need them anymore.
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 22, 2007, 01:51:46 PM
The models are Simgoobers not mine, I'm just giving them a bit of a facelift, so it's probable your's wouldn't match up...

Fred, an aquaduct would be really cool, but the problem would be plopping them over a dip in terrain to span it, the model would reset to ground level.  The only way I can see that would be possible would be to make a draggable bridge, but I'd need some serious input from the NAM team.
Title: Re: CAL's BAT Cave
Post by: jacqulina on June 22, 2007, 02:37:29 PM
hiya lee i see your at your amazing work again i love the canals the texture is awesome &apls &apls
take care my friend
Title: Re: CAL's BAT Cave
Post by: jayo on June 23, 2007, 12:08:35 AM
Great work!I allways thought simgoobers water texures were to light  ;) ;)
Title: Re: CAL's BAT Cave
Post by: toxicpiano on June 23, 2007, 04:52:42 AM
Lovely stuff CAL! Anychance of modern industrial style SG canals  ()what() You would surely be my hero forever!
Title: Re: CAL's BAT Cave
Post by: freedo50 on June 23, 2007, 10:31:18 AM
Cal, could it not be done as an overhanging prop, in the same way as the CSX swing bridge and the CSX cable car thing?

Fred
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 23, 2007, 10:43:42 AM
It could, but would require some very deft terraforming to place it....I'll have a look-see when I've retextured the existing models.  Any preference on height?
Title: Re: CAL's BAT Cave
Post by: freedo50 on June 23, 2007, 12:28:12 PM
Well the usual 15 (or is it 16) metres that you get with the ground raising lots would be the obvious suggestion. This would mean that no terraforming would be required really, juts raise the ground and plop the aqueduct. Thanks for listening to my rantings  :D

Fred
Title: Re: CAL's BAT Cave
Post by: mightygoose on June 24, 2007, 03:21:59 PM
15m is the NAM/sunken higway standard. it could be done a separate pieces similiar to deadwoods raised garden or some of the buddybud stuff...
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 24, 2007, 04:12:35 PM
Quote from: freedo50 on June 23, 2007, 12:28:12 PM
Well the usual 15 (or is it 16) metres that you get with the ground raising lots would be the obvious suggestion. This would mean that no terraforming would be required really, juts raise the ground and plop the aqueduct. Thanks for listening to my rantings  :D

Fred

I was referring to how far down the pillars would have to go...i.e. how deep do you want the valleys that this will span?  I would say to be effective, 48-64m down below ground level.  This requires some thought...I'll do a dummy model when I get a chance and see what's possible.
Title: Re: CAL's BAT Cave
Post by: mightygoose on June 24, 2007, 04:28:38 PM
well maybe if you used multiples of 15/16m for the height that way allwing for deeper valleys without much difficulty for the player.... maybe romanesque with multiple layers of arches.... or are you looking for the more victorian tall arch approach.
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 24, 2007, 04:34:28 PM
As the canals are more victorian in design, it'd be like those, single arches in brick...and if I recall both 48 and 64 are multiples of 16  :P  Anything taller than 64m is really pushing it.
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 26, 2007, 03:49:18 PM
bumpety bump bump

Have the lock done now, both the upper and lower sections.  I may change the tree to something a little more tree-ish..and before anyone says use a seasonal prop, the LODs are done in such a way that precludes the use of props, hence the modelled people.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fsglock.jpg&hash=f49dbbe1c1f38156cd547f4e2e7c0d7f72616a93)

That's about a third of them done...excluding the new pieces to be made. 
Title: Re: CAL's BAT Cave
Post by: Andreas on June 26, 2007, 04:27:19 PM
The grass looks a tad too radioactive (maybe that's why the tree is somewhat... eh, unusual ;) ), but the rest is excellent. :)
Title: Re: CAL's BAT Cave
Post by: Krio on June 26, 2007, 04:35:55 PM
You are The Man, truly a legend  &apls
Devotion indeed has the best stuff  :)
Title: Re: CAL's BAT Cave
Post by: DuskTrooper on June 26, 2007, 07:54:51 PM
Marvelous!  I absolutely loathed the old water texture on SG's canal set, but you've managed to make them lookgood with your mastery! I can't wait! (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fsc4devotion.com%2Fforums%2FSmileys%2FJasonSmilies%2Fthumbsup.gif&hash=289656f37a2d24c6143d8b62211fc27cfa87dc67)
Title: Re: CAL's BAT Cave
Post by: Antoine on June 27, 2007, 04:37:30 AM
I love the new texture ! I hope you will make a patch
Title: Re: CAL's BAT Cave
Post by: Glenni on June 27, 2007, 05:16:04 AM
Damn... ???

That is amazing, and hm, since reflections seem to work with modular pieces, heh, maybe i could make my sewage canal thingy a modular set too :D
Title: Re: CAL's BAT Cave
Post by: freedo50 on June 27, 2007, 06:13:12 AM
Hey Cal,
That looks so much more realistic than the orginial SG canal water. You know you said that the LODs preclude the use of props, could you not do the same kind of thing that marcszar did with his lever house and put a hole in the LOD to allow you to drop a prop in there?
Keep up the great work, im eagerly anticipating these!

Fred
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 27, 2007, 07:22:38 AM
@ Andreas:  I had to muck with the ambient to get the water texture to match and it's had an adverse affect on the grass...only really noticeable in game so I'll be changing that.

@Bengt:  Thanks but the real legend is Goober, who made these models and in such a way to be easily adjustable

@ Dusk:  Glad you like them, nice to see you around more  :thumbsup:

@Antoine: That's the idea for now, depending on if I can get the entire set done.

@Glenni: That would be great...storm drains I am thinking and yes, as long as the raytrace is subtle enough, the texture can be tileable.

@Fred:  Problem there is the model is set to not be a ground model (only way to fake it) so I'm not sure how a hole in the LOD would react (shadow casting and all that) so it's easier to generate a tree in Max and put it in place...
Title: Re: CAL's BAT Cave
Post by: Pat on June 27, 2007, 08:48:11 AM

Lee a small question for you is that my eyes deceiving me or does the water texture resemble PW color?
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 28, 2007, 05:41:28 AM
Not sure what you mean Pat...what's PW color?
Title: Re: CAL's BAT Cave
Post by: freedo50 on June 28, 2007, 06:15:22 AM
Ploppable water.
Title: Re: CAL's BAT Cave
Post by: jacqulina on June 28, 2007, 12:26:53 PM
hiya lee hows you,this is awesome i love the textures and details &apls &apls
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 29, 2007, 03:16:43 PM
Thank you Jacky, glad you like them...

Pat, pure coincidence I assure you.

Here's what I have complete so far:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fsg_canal-mos1.jpg&hash=a3da900f5f2afd5e45cce9f1593915093c82942f)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fsg_canal-mos2.jpg&hash=d2824c62096ef4582d6a5de04b7f3c17320a0796)

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.
Title: Re: CAL's BAT Cave
Post by: Krio on June 29, 2007, 03:37:10 PM
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  ;)
Title: Re: CAL's BAT Cave
Post by: freedo50 on June 29, 2007, 04:13:10 PM
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
Title: Re: CAL's BAT Cave
Post by: FromTheAshes on June 29, 2007, 08:15:46 PM
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.
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 30, 2007, 01:03:49 AM
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.
Title: Re: CAL's BAT Cave
Post by: FromTheAshes on June 30, 2007, 01:22:02 AM
Ok, thank you :)
Title: Re: CAL's BAT Cave
Post by: mjig_dudy on June 30, 2007, 01:46:34 AM
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 ;)
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 30, 2007, 01:55:54 AM
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.
Title: Re: CAL's BAT Cave
Post by: Nardo69 on June 30, 2007, 02:09:23 AM
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:
Title: Re: CAL's BAT Cave
Post by: FromTheAshes on June 30, 2007, 02:18:36 AM
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...
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 30, 2007, 02:57:45 AM
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
Title: Re: CAL's BAT Cave
Post by: FromTheAshes on June 30, 2007, 03:14:09 AM
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.
Title: Re: CAL's BAT Cave
Post by: Swamper77 on June 30, 2007, 03:17:23 AM
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
Title: Re: CAL's BAT Cave
Post by: mightygoose on June 30, 2007, 04:20:02 AM
CAL are you going to release your canal model piece so we can make our own additions too the set...
Title: Re: CAL's BAT Cave
Post by: FromTheAshes on June 30, 2007, 04:22:37 AM
Afaik these models are made by SimGoober. You can ask him, anyway  :D
Title: Re: CAL's BAT Cave
Post by: 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()
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 30, 2007, 04:59:52 AM
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.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbridge-1.jpg&hash=19fd25332c9a592fb8f194f86d447a96a3e3e4e6)


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.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fraising.jpg&hash=ada82fabc1d4933b4affd04a187c9bd4f250d678)

Diagonals aren't really on the cards for these I'm afraid.
Title: Re: CAL's BAT Cave
Post by: toxicpiano on June 30, 2007, 05:07:20 AM
I would personally love to have a straight section to work with  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: FromTheAshes on June 30, 2007, 05:07:53 AM
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?
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 30, 2007, 05:16:02 AM
I'll have to check with Goober as it is his model.
Title: Re: CAL's BAT Cave
Post by: BarbyW on June 30, 2007, 05:29:21 AM
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.
Title: Re: CAL's BAT Cave
Post by: Badsim on June 30, 2007, 02:03:25 PM
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 .
Title: Re: CAL's BAT Cave
Post by: Swamper77 on June 30, 2007, 02:07:19 PM
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
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 30, 2007, 02:38:31 PM
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.
Title: Re: CAL's BAT Cave
Post by: Swamper77 on June 30, 2007, 02:45:45 PM
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
Title: Re: CAL's BAT Cave
Post by: TheTeaCat on June 30, 2007, 04:19:36 PM
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
Title: Re: CAL's BAT Cave
Post by: mightygoose on July 01, 2007, 05:13:47 AM
yeah i have max 9. and as toxicpian says i would also love to have a straight section
Title: Re: CAL's BAT Cave
Post by: SimFox on July 01, 2007, 07:27:57 AM
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??
Title: Re: CAL's BAT Cave
Post by: callagrafx on July 01, 2007, 07:38:50 AM
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
Title: Re: CAL's BAT Cave
Post by: callagrafx on July 06, 2007, 03:00:55 PM
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:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fpedbridge.jpg&hash=1963598612e0827e57bb9d4118c7be392ab5db2b)

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:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fraisingbridge.jpg&hash=3907272bb6cec8c163d786ff6ddf543df3880528)


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.
Title: Re: CAL's BAT Cave
Post by: 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.
Title: Re: CAL's BAT Cave
Post by: Rayden on July 06, 2007, 03:16:54 PM
Nice worl Lee, I really love this new textures.  &apls
Title: Re: CAL's BAT Cave
Post by: callagrafx on July 06, 2007, 03:53:25 PM
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
Title: Re: CAL's BAT Cave
Post by: TheTeaCat on July 06, 2007, 07:04:24 PM
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
Title: Re: CAL's BAT Cave
Post by: Pat on July 06, 2007, 07:41:58 PM

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
Title: Re: CAL's BAT Cave
Post by: jayo on July 07, 2007, 12:44:24 AM
Lovelly work.I'm gonna need thse for birmingham  :thumbsup: :thumbsup:
Title: Re: CAL's BAT Cave
Post by: Zaphod on July 07, 2007, 06:59:05 PM
that water is amazing

I never really used canals because the water looked flat and blah. Same with PEG's River/Ponds
Title: Re: CAL's BAT Cave
Post by: DuskTrooper on July 07, 2007, 07:49:37 PM
Wonderful work, once again!  Do you have an estimated ETA for these?  I can't wait! ;)
Title: Re: CAL's BAT Cave
Post by: GrizzlyBuilder on July 07, 2007, 09:11:34 PM
Just a call to other BATers, who are going to redo any of their SG canal stuff to fit in with this revamp?  great job on the bridges, Cal!
Title: Re: CAL's BAT Cave
Post by: FromTheAshes on July 09, 2007, 11:41:05 AM
Cal, may I use your thread to show some LOTs I'm making for "your" canals? Or shall I open a new thread therefore?
Well, at least one time I'll abuse your thread ;)
I'm recreating a small bridge from Berlin. Some versions: GLR, street, road, whatever the mayority wants. This is a first small preview. No statues, textures and details yet.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg66.imageshack.us%2Fimg66%2F311%2Fbridge1pg8.jpg&hash=7f617e0fc61e12904e305d3cfcf29cb513018067)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg66.imageshack.us%2Fimg66%2F7074%2Fbridge2ne9.jpg&hash=4579990a5b0bc9165400b35e296a52fa76bb0955)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F9803%2Fbridge3ks3.jpg&hash=02e00d8052e0bc413a9b5a0459837f2bbe064bcb)
Here's an original picture:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.brueckenweb.de%2Fdatenbank%2Fbilder%2FBilder%2FBAS1336_mauruszat.jpg&hash=71abca7c39944a67adaa4ca5feba123a8d92ed48)
Cheers
Title: Re: CAL's BAT Cave
Post by: callagrafx on July 09, 2007, 12:45:44 PM
FTA, I'd recommend you start your own thread as the work you are doing is 100% your work...both you and I are using Goober's canals as a base, but the additional work is all yours....

That said, you may be making work for yourself by going that route with the bridge...It would need to be transit enabled, you would need connection textures and more importantly the LODs would have to be skin-tight, which might prove problematic.  I basically created canal end pieces like this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbridge-1.jpg&hash=19fd25332c9a592fb8f194f86d447a96a3e3e4e6)

There is a left piece, centre piece and right piece.  The bonus with this method is you don't have to get involved with TE. 
Title: Re: CAL's BAT Cave
Post by: FromTheAshes on July 09, 2007, 12:50:36 PM
Well, the TE part shouldn't be that hard, as the street is on ground level and the TE thing is kinda easy using the SC4 Tool, isn't it?
Ok, for my next update I'll open a new thread ;)
PS: I suggest you not to creat diagonals, because that's what I do as well :D Or if you want to, please tell me, so I don't have to make this work for nothing.
Title: Re: CAL's BAT Cave
Post by: callagrafx on July 09, 2007, 12:58:05 PM
I'm not even going near diagonals...but I am going to be doing an aqueduct in the very near future. 

With the bridge, the TE part is not hard to do I agree, but the canal LODs are set 1.5m above ground which may cause problems....Also, you have to set Ground Model = False otherwise you'll have all sorts of shadow problems.  I recommend you render to the game and test the Transit enabling before you go too far with the model.
Title: Re: CAL's BAT Cave
Post by: Schulmanator on July 09, 2007, 06:05:14 PM
Aqueduct??!! [perks ears] YESSSSSSSSSSSSSSSSSSSSSS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: CAL's BAT Cave
Post by: RichGray on July 10, 2007, 09:09:48 AM
sounds adventurous. liking the canals though, might download them should you put them up for doing so...  &apls
Title: Re: CAL's BAT Cave
Post by: callagrafx on July 10, 2007, 09:52:32 AM
Nothing like a little adventure every now and again...

I've made a start on said elevated waterway, here's where I am with it.  It'll be an overhanging prop and the LODs will be tight, so transit can go through the arches (I hope).  If Jeroni or one of the NAM geniuses can figure out a way to make this draggable, I'd be incredibly interested.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Faqueduct.jpg&hash=cb4b61071f26180d8e0d7d71bf3d34e8a196302c)
Title: Re: CAL's BAT Cave
Post by: Sim Shady on July 10, 2007, 10:24:44 AM
wow that is very cool, is this linking up to a water source somehow?
Title: Re: CAL's BAT Cave
Post by: FromTheAshes on July 10, 2007, 11:08:34 AM
Great stuff  &bis& Absolutely amazing!
Title: Re: CAL's BAT Cave
Post by: TheTeaCat on July 10, 2007, 12:35:05 PM
Oh WOW. this looks amazing and its just the start. traffic passing underneath - bonus :D
I am constantly amazed by your creations. &apls &apls

Tea? Kettle's on!

:satisfied:
TTC

Title: Re: CAL's BAT Cave
Post by: callagrafx on July 10, 2007, 12:56:34 PM
You may want to hold on that brew for a mo Derry, run into some problems...least of all is the model shown is too long for the lighting rig.  I've cut it in half so to get a full span you would need to use the same LOT, rotated 180 degrees, then the textures don't match up because of the lighting again  ::)
Title: Re: CAL's BAT Cave
Post by: Swamper77 on July 10, 2007, 01:03:57 PM
Cal,

For the lighting issue, couldn't you have half the model overhanging the LODs during the render, so the lighting would match up properly?

If this gets turned into a draggable bridge by Alex (Tarkus) or Jason (Jplumbley), you will need only a handful of models to make a bridge out of ;)  However, once it is turned into a draggable bridge, you won't be able to run networks directly under it. It's a limitation of the EXE and the only workaround is to build tunnels under the bridge site.

-Jan
Title: Re: CAL's BAT Cave
Post by: cameron1991 on July 10, 2007, 03:57:01 PM
That looks amazing!  &apls &apls

How about instead of making it into a proper bridge,make it into puzzle pieces? Then traffic could pass under it
Title: Re: CAL's BAT Cave
Post by: callagrafx on July 10, 2007, 04:02:58 PM
Fear not...I simply made a new lighting rig to compensate for the size of the model, which weighs in at 24 tiles x 2 tiles wide  ;D

It sits on a 2x2 LOT and the rest overhangs, which means transit is a cinch, as there is not LOT to clash with the transit.  This is a very rough in-game, I need to place the aqueduct more offset so the road/rail goes through the centre of the arch...no avenues I'm afraid, the arch is too narrow.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Faqueduct-1.jpg&hash=e051bdd2832a4f2c9e30b04d4e712b7055d0d069)
Title: Re: CAL's BAT Cave
Post by: Krio on July 10, 2007, 04:05:27 PM
But cal.. :o :o :o :o :o

kasöefw..can't..find..words..

No need for avenues or highways..that is just..enough..not..too much  :o
Title: Re: CAL's BAT Cave
Post by: callagrafx on July 10, 2007, 04:07:02 PM
Oh, forgot to mention, as it overhangs it's bloody easy to terraform underneath it to ¨cut away¨ the valley it sits in.
Title: Re: CAL's BAT Cave
Post by: TheTeaCat on July 10, 2007, 04:13:40 PM
Nope $%Grinno$%  I was right make you this (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg337.imageshack.us%2Fimg337%2F7329%2Fimagescuppasw1.jpg&hash=efdacee2041023f74d752089f45ebd46f271b3c6)

Thats just fantastic.  &apls  &apls

I am in awe



Derry

Title: Re: CAL's BAT Cave
Post by: Schulmanator on July 10, 2007, 05:08:54 PM
[gasps]  :o :o :thumbsup: :thumbsup: ;D ;D

AQUEDUCTS!!!!!!!!!!!


I think I am in love!!!!!!!!!!!!!!!!!!!


I am *SO* gonna devote an entire city to these babies when they are released!!!!!

You are my hero!!!!!!!!!!   &apls &apls :thumbsup: ;D
Title: Re: CAL's BAT Cave
Post by: Glenni on July 10, 2007, 05:12:23 PM
it's ok with the avenues. I got a an idea of how to overcome that anyway, it's simple. just split the avenue into one way roads, and then make it an avenue again as you've goone through it. ;)
Title: Re: CAL's BAT Cave
Post by: Andreas on July 11, 2007, 01:52:34 AM
Quote from: Glenni on July 10, 2007, 05:12:23 PM
it's ok with the avenues. I got a an idea of how to overcome that anyway, it's simple. just split the avenue into one way roads, and then make it an avenue again as you've goone through it. ;)

Yep, that's what I thought as well, and it's perfectly reasonable to do so. Well, what can I say? This is a whole new sight when it comes to custom game content - what a marvellous extension to the canal system!
Title: Re: CAL's BAT Cave
Post by: jacqulina on July 11, 2007, 04:00:42 AM
hiya my friend how are you.beautifull work lee as allways these are fantastic,i love the bridge &apls &apls
Title: Re: CAL's BAT Cave
Post by: callagrafx on July 11, 2007, 05:33:16 AM
I'm very well Jac, long time no see...you are missed here.  Thank you for the kind words.

Glenni...I like your thinking  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: Strechnitz on July 11, 2007, 05:56:06 AM
Oh my, :o

That truly is a wonderful addition. an aquaduct.!! I love the idea!! I look forward to the progress on this one.

In short. you are a genius! ;D

Strechnitz.
Title: Re: CAL's BAT Cave
Post by: Shadow Assassin on July 11, 2007, 06:52:58 AM
Looks good, but I always thought aqueducts were smaller and narrower?
Title: Re: CAL's BAT Cave
Post by: callagrafx on July 11, 2007, 06:55:13 AM
Water carrying aqueducts yes...this is an aqueduct for the Remastered Goober canals, where the narrowest piece is 2 tiles wide.
Title: Re: CAL's BAT Cave
Post by: toxicpiano on July 11, 2007, 07:06:18 AM
Oh wow looks gorgeous! Do overhanging pieces have shadows?
Title: Re: CAL's BAT Cave
Post by: callagrafx on July 11, 2007, 07:32:18 AM
Not this...the pieces have to be set ground model=false, otherwise you get strange shadows across emanating from the model, as the majority of it is below ground plane.  Unless someone knows how to avoid that but still have it cast shadows, that is.
Title: Re: CAL's BAT Cave
Post by: rooker1 on July 11, 2007, 10:03:31 AM
This is a superb idea.  There are none around where I live but I saw pictures of the one in Germany and it looks very amazing.  Great work. &apls

Robin   :thumbsup:
Title: Re: CAL's BAT Cave
Post by: zero7 on July 11, 2007, 12:39:21 PM
Love the look of the aqueduct.  My region should have a canal system, but the hills have always put me off.  This will definitely make things a little easier.

Are you planning some narrowboat props to go with it?

(Someone will probably mention the Falkirk Wheel at some point in this thread ... oh I just did!  $%Grinno$%)



Title: Re: CAL's BAT Cave
Post by: RichGray on July 12, 2007, 08:13:01 AM
i really do have to say cal, SWEET!!!!

it'll look brilliant IMO, in a northern english city. put them up for download when youve finished them!!!  &apls &apls
Title: Re: CAL's BAT Cave
Post by: callagrafx on July 24, 2007, 05:22:50 AM
Thought you might like to know, the Base Set and some other LOTs have been uploaded to the LEX...enjoy.
Title: Re: CAL's BAT Cave
Post by: Glenni on July 24, 2007, 06:08:48 AM
Do they flood at certain times like most canals in the UK are doing, now, aswell? :D
Title: Re: CAL's BAT Cave
Post by: callagrafx on July 24, 2007, 06:27:04 AM
 :D  :D :D :D Naughty
Title: Re: CAL's BAT Cave
Post by: zero7 on July 24, 2007, 06:29:00 AM
I've just had a look at these in game.  They look brilliant - the surface texture and reflections on the water really lift them to a different level to the old version.

I'm really torn now - I've always used Oppies canals (the original and best  ;) ), but the water looks much better on these new ones.  The only way that Oppie's still score is on their depth, which means that boats can get under the bridges.

I suppose what we now need are some 'deep' canals using your water texture and a lock to drop the level ...
Title: Re: CAL's BAT Cave
Post by: metasmurf on July 24, 2007, 06:35:06 AM
How about making a matching watermod to go with the canals?  :satisfied:
Title: Re: CAL's BAT Cave
Post by: Nardo69 on July 24, 2007, 07:43:26 AM
Well, right now that I just finished my first kanal within two years with PEG's kanal pieces you rewamp SG's kanals ... Am I now supposed to redo them including both locks ...  ???

Anyway - great work. And that viadukt reminds me of a photo I saw years ago in a railway magazine showing a kanal bridge over a railway somewhere in Brandenburg - East Germany ...  ;D

A bit hard to do with the pillars distance to each other at the moment but who knows what kind of magic you are going to do next  ...  ;)

Take care and make backups!

Bernhard  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: jacqulina on July 24, 2007, 01:03:55 PM
hiya lee i have downloaded your canals and when i have time im going to play with them,they look beautifull my friend &apls &apls
Title: Re: CAL's BAT Cave
Post by: callagrafx on July 24, 2007, 04:21:44 PM
Thank you Jacky, always nice to hear from you...and there are more to come too...I have to package the Pedalos and the Statue reward parks, get them checked so I can release them, then I have the Terraces to get ready too, plus the Aqueduct...In the meantime you have to check out the stupendous work Barby has done with the new canalside LOTs using some of mine, D66 and RP's stuff and Citynut's gorgeous new ASC canals.
Title: Re: CAL's BAT Cave
Post by: mightygoose on July 26, 2007, 07:27:55 AM
i was taking a look at your canal piece, its interesting. why do you use editable meshes so much??

anyway, just a little something im playing with....

its kinda inspired by the river walk they have setup in dublin....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2FDSCN0353.jpg&hash=c20c5e7a2680a0c6f86f23ddadad78996056db16)

basically means you can use SG/CAL brick canals in downtown areas and have the pretty bits too...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2FluxurywaterfrontslopeL2.jpg&hash=9863637ad685c2c500aa64622a3d2fa6d890ee15)

started with a start piece.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2FluxurywaterfrontslopeL1.jpg&hash=a3e96674884e2228be9fd9747fd4cc4d4a747891)

although im not amazingly happy with the sc4 view results.
Title: Re: CAL's BAT Cave
Post by: callagrafx on July 26, 2007, 09:53:41 AM
I don't...Simgoober created the original models in GMAX, so I had to export to MD3, convert to 3DS and import into Max...I guess somewhere along the line one of the file formats cannot handle extrude functions  :P

My construction method of choice is extruded splines and Lofts, oh and a few shapes, booleans and lots of modifiers  :thumbsup:

as for the game view, there are too many horizontals to show up...try reducing them by half...SC4 is not subtle and everything requires exaggeration a bit.
Title: Re: CAL's BAT Cave
Post by: vester on July 26, 2007, 03:50:55 PM
mightygoose: Try to lower the numbers of members in the railings to 1/3 and make the width of boards double in size.
Title: Re: CAL's BAT Cave
Post by: mightygoose on July 26, 2007, 03:53:11 PM
yeah i dont like sc4 exaggeration though, i mean on the models the "bricks" are 1mx0.5m front faced, but hey.
Title: Re: CAL's BAT Cave
Post by: callagrafx on July 31, 2007, 04:25:37 PM
Tell me about it  ::)

Anyway, I've been playing, in between work related stuff, with the Aqueduct and I have a final model:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Faqueduct-2.jpg&hash=0ff030b1fb635916aec2906921fd98deb772fdb0)

Now to mod, package, test and upload.  Keep watching....
Title: Re: CAL's BAT Cave
Post by: BarbyW on July 31, 2007, 04:26:37 PM
Can I say "Wow"? ;D
Title: Re: CAL's BAT Cave
Post by: Pat on July 31, 2007, 04:29:10 PM

Barby i think Wow is understatement... its more like OMDG - oh my dear god!!!!!!!!!!!
Title: Re: CAL's BAT Cave
Post by: Yoder7652 on July 31, 2007, 05:06:45 PM
that is sweet Lee...I love that the moss is varied on the supports...great work!
Title: Re: CAL's BAT Cave
Post by: mightygoose on July 31, 2007, 06:22:06 PM
that is awesome work indeed, btw would it be possible for me to get hold of some of your other models for the canal's?

so far i have four pieces based on the straight.....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Fluxurywaterfront1.jpg&hash=def5a8fcf0cb9c26a731248f5af076539d0e50b7)
Title: Re: CAL's BAT Cave
Post by: Andreas on August 01, 2007, 02:41:38 AM
Cal, you missed some water ripples in the canal (caused by the wind) that occur naturally at that height. ;) But seriously, this is among the best eye-candy pieces ever!  &apls
Title: Re: CAL's BAT Cave
Post by: Diggis on August 01, 2007, 07:12:52 AM
Psst, thats not Cals work.  Mightygoose has hijacked the thread.  $%Grinno$%
Title: Re: CAL's BAT Cave
Post by: callagrafx on August 01, 2007, 07:14:39 AM
I'm hoping Andreas was referring to the Aqueduct  :D

Title: Re: CAL's BAT Cave
Post by: Patriots1228 on August 01, 2007, 07:17:57 AM
canal aqueduct is a great idea, and it looks spectacular
and the new peice looks great too.
Title: Re: CAL's BAT Cave
Post by: zero7 on August 01, 2007, 07:52:53 AM
That aqueduct is looking very good ... I imagine some nifty terraforming is needed to get it sitting properly in the landscape and at the same level as the canal at either side.
Title: Re: CAL's BAT Cave
Post by: callagrafx on August 01, 2007, 07:58:59 AM
Actually, not really  ;D... If you terraform the height you want, then make a land bridge to the other side (it's a 20 tile span plus 2 each end) to give you the correct height at each end, as it's an overhanging prop you can cut away the landscape underneath it without fear of destruction...the game only sees the 2x2 LOT.  This way it's simple to place transit and other stuff underneath it without any special modding. 

It's in beta with BSC at the mo but hopefully I've learned a few things from Barby and have managed to mod it properly.
Title: Re: CAL's BAT Cave
Post by: Diggis on August 01, 2007, 08:05:38 AM
Sorry, that is probable as it is a very lovely piece.  Nice work.
Title: Re: CAL's BAT Cave
Post by: bat on August 01, 2007, 08:40:24 AM
That is looking fantastic, callagrafx! Wonderful work!
Title: Re: CAL's BAT Cave
Post by: Schulmanator on August 01, 2007, 08:56:40 AM
That is truly impressive work! Thank you for such an awesome new piece! I am eager to see it in action.  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: Andreas on August 01, 2007, 09:00:29 AM
Quote from: callagrafx on August 01, 2007, 07:14:39 AM
I'm hoping Andreas was referring to the Aqueduct  :D

Yes, I was referring to the aqueduct. ;)
Title: Re: CAL's BAT Cave
Post by: TheTeaCat on August 01, 2007, 10:26:44 AM
Another wonderful creation from you lee  &apls &apls
This is such an eye catching piece of eye candy &apls &apls

Kettle's being boiled right now for you :thumbsup:

Derry
Title: Re: CAL's BAT Cave
Post by: Citynut on August 01, 2007, 01:08:23 PM
I dont know if this is the right spot to report this to - but the eyecandy lift bridge should be built on a 3x2 lot so the bridge is centered on the second tile. As it is the bridge shows up inbetween two tiles and there is no way to line up the street to the bridge. and are you planing to make that lot TE?

thanks Scott (citynut)
Title: Re: CAL's BAT Cave
Post by: callagrafx on August 01, 2007, 02:18:06 PM
Hi Scott, it's Goober's original model for rail, I just changed the deck to accept a street texture.  I had thought of making it central on a 3x3 but as the LODs aren't suited to TE, I left it as it was...I suppose it could be re-lotted with the 1x1 piece and made TE, but that's not something I have time (or ability) for, sorry.
Title: Re: CAL's BAT Cave
Post by: callagrafx on August 02, 2007, 02:30:21 AM
* bump*

The Aqueduct has been released to the LEX.  I'll also be releasing the Terraces Addon Pack as soon as they have been checked.
Title: Re: CAL's BAT Cave
Post by: Diggis on August 02, 2007, 03:40:22 AM
Sorry Cal, thought I'd bring the barge discussion over here.  Could be barge now be an offset prop?  And timed that way.
Title: Re: CAL's BAT Cave
Post by: callagrafx on August 03, 2007, 04:04:13 PM
I'll have a quick look at the possibility when I get back from Florence.

Meanwhile, I've uploaded the remastered Terrace Pack for the canals, which includes 6 variants in a family plus some connector pieces (1x1 straight, inner and outer corners). They have nightlighting too.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fcanals_night.jpg&hash=a043a59bb606f423fc9a4401e4727282b246fef5)

Title: Re: CAL's BAT Cave
Post by: Vario80 on August 03, 2007, 04:22:15 PM
Nice work Cal!  :thumbsup: The nightlighted canals look truely beautiful even a kind of romantic i must say!  :D ;D
Title: Re: CAL's BAT Cave
Post by: FromTheAshes on August 03, 2007, 04:49:39 PM
They look awesome, Cal.
Did you notice that little "mistake"?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg247.imageshack.us%2Fimg247%2F4999%2Fneuestadt29feb001186184yq1.jpg&hash=a771a484c431f2c6dc4255b9df6ae93802627eeb)
I had the same problem when I made that small set of retextured SG canals. Dunno why this happens, but it happens all the time ;)
PS: I know how to handle it: Simply plop a piece on the other side and the texture will appear correct. Maybe there's any possibility to get rid of that anoying thing there...
Title: Re: CAL's BAT Cave
Post by: Pat on August 03, 2007, 06:51:45 PM

Lee have fun in florence and those pieces are very gooood...
Title: Re: CAL's BAT Cave
Post by: Zaphod on August 03, 2007, 07:58:15 PM
whoah are those nightlights real!? is that a custom light prop or something?

If that could be done with streetlights man would nighttime in the game never look the same again

Title: Re: CAL's BAT Cave
Post by: Swamper77 on August 03, 2007, 08:01:20 PM
Quote from: Zaphod on August 03, 2007, 07:58:15 PM
whoah are those nightlights real!? is that a custom light prop or something?

If that could be done with streetlights man would nighttime in the game never look the same again
Sad to say, but that was photoshopped by Cal.

-Swamper77
Title: Re: CAL's BAT Cave
Post by: Zaphod on August 03, 2007, 08:10:40 PM
too bad

I wonder though if there is any way that could be done...somehow
Title: Re: CAL's BAT Cave
Post by: Gaston on August 03, 2007, 08:44:56 PM
Looks like a great place to take my girlfriend on a date.     A little stroll along the canal.    Really great work.


---Gaston
Title: Re: CAL's BAT Cave
Post by: MAS71 on August 05, 2007, 04:43:23 AM
Hi Callagrafx san and everyone  :)

The "Goober's Brick Canals" are my best of favorite one.
now You remaking those, and They became more beautiful. :D
Thank you very much Callagrafx and Simgoober !

I have one request about your "CAL Canal Aqueduct BSC (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1015)" today.   :P

Is this LODs with this works are simply box now??

It could not display definitely unless I can secure height closely.
(only about +-80m now)
so Would you remake LODs and re-update on LEX??

I don't able to explain it well with English. :-[
so Please look this PIC with my simply sample model.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg513.imageshack.us%2Fimg513%2F2433%2F01np9.jpg&hash=68c635ba7d678e1ad74c12468483d7feba1a2ab9)

I think the limitation of height to be eased if it tries to make LOD and it will becomes a more convenient works.  :thumbsup:


Thank you for reading Callagrafx san  ;)



##### edited #####
I corrected my miss spell.
Title: Re: CAL's BAT Cave
Post by: BarbyW on August 05, 2007, 06:13:07 AM
Callagrafx is on holiday and away from computers so will not be able to answer any queries until he returns.
Title: Re: CAL's BAT Cave
Post by: MAS71 on August 05, 2007, 06:29:25 AM
@BarbyW san
Oh, I see  :thumbsup:
Thank you very much for answering insteed of him. :D

Ok, I'll wait for his return for a long time here few days,,,,,few month?,,,,,,few years!?!? (lol)
Title: Re: CAL's BAT Cave
Post by: bat on August 05, 2007, 09:01:33 AM
This canal lot is looking very nice, Cal! Great work! Also nice night lighting!
Title: Re: CAL's BAT Cave
Post by: jacqulina on August 05, 2007, 11:50:26 AM
hiya lee,i hope you have a wonderfull holiday.
awesome work on the canal they look beautifull thankyou. &apls &apls
Title: Re: CAL's BAT Cave
Post by: Krio on August 18, 2007, 08:53:20 AM
Thank you Cal for canals. You are indeed desvered your holiday  :) Hopefully when you return you have lots of new ideas for bats  ;D
Title: Re: CAL's BAT Cave
Post by: callagrafx on August 18, 2007, 09:02:01 AM
Blimey, I missed a lot in my absence  :D  The holiday was great, thank you all.  I haven't had any time to myself since I got back to think about BATing, hopefully I'm due a lull sometime soon.

Mas san, I'm not 100% sure what you're asking, as the LOD is a simple box that extends below the ground plane.
Title: Re: CAL's BAT Cave
Post by: zero7 on August 18, 2007, 01:42:25 PM
Quote from: callagrafx on August 18, 2007, 09:02:01 AM

Mas san, I'm not 100% sure what you're asking, as the LOD is a simple box that extends below the ground plane.

I think that is what he was asking.  Is the LOD a simple box?  What's being suggested is that the LOD is made more complex to follow the shape of the aqueduct more closely.  This would allow it work better when used at less than full height as the simple box models in MAS71's image show.

Title: Re: CAL's BAT Cave
Post by: jacqulina on August 19, 2007, 03:20:46 AM
welcome back lee i cant wait to see more progress
Title: Re: CAL's BAT Cave
Post by: callagrafx on August 19, 2007, 05:26:32 AM
Quote from: zero7 on August 18, 2007, 01:42:25 PM
I think that is what he was asking.  Is the LOD a simple box?  What's being suggested is that the LOD is made more complex to follow the shape of the aqueduct more closely.  This would allow it work better when used at less than full height as the simple box models in MAS71's image show.

Thanks for the help there Richard, I was having a particularly bad blonde day  :D :D.  I've fixed the LODs to be tight to the arches and updated the file on LEX.  Here's the result:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Faqueducttest.jpg&hash=ac34be6f8c8c160f36a3218db7a007e821a690a0)

I can't do anything about the game shadow as it's only creating a 2x2 shadow (LOT size).

Thanks Jac :thumbsup:
Title: Re: CAL's BAT Cave
Post by: rooker1 on August 20, 2007, 06:29:36 AM
Wow, this is a super looking bridge (aqueduct).  Will you consider doing a rail and street/road version?

Robin   :thumbsup:
Title: Re: CAL's BAT Cave
Post by: jacqulina on August 25, 2007, 09:23:58 AM
awesome work lee  &apls &apls
Title: Re: CAL's BAT Cave
Post by: callagrafx on September 16, 2007, 02:58:14 PM
* cough cough....dusty in here.

I've not posted any work recently, probably because I've been doing actual work  :thumbsup:  This is my current project, nearing completion.  It's a modern secondary school, typical of newbuild schools here in the UK. This is for a client to showcase their commercial air handling products and each building has a specific installation based on the needs of the building's purpose (large scale air handling for the sports hall, heat recovery for classrooms etc).  It's almost complete barring more work to be done on the environment such as texturing and more flora.  It's slated to become a BAT in the near future although I have no timeframe for conversion, owing to 2 more large scale projects just around the corner.

Anyway, enough of my ramblings, on with the pretty pictures...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fschool-overview.jpg&hash=a9e4951e6c4cf2d014cf320b5daa482a641e1ef0)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fschool-assembly-cu-2.jpg&hash=5dc5fabe7225d21405642d67f9d3c06bfd6672cd)
Title: Re: CAL's BAT Cave
Post by: TheTeaCat on September 16, 2007, 03:27:37 PM
Hmm you better have this cuppa I made then eh?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg337.imageshack.us%2Fimg337%2F7329%2Fimagescuppasw1.jpg&hash=efdacee2041023f74d752089f45ebd46f271b3c6)

Now that is one lovely looking modular building. And this is the stuff you do for work eh? Its no wonder your BAT skills are so great :D

Going to made for the game too - thats great news -not to worry i am a patient man ::)

Derry
Title: Re: CAL's BAT Cave
Post by: toxicpiano on September 16, 2007, 03:30:06 PM
Oh wow! That looks fantastic! I wish my school was like that  >:(
Would it be called an academy?
Title: Re: CAL's BAT Cave
Post by: Schulmanator on September 16, 2007, 05:13:31 PM
Very nice! This will be a prize to place in any SimCity.
Title: Re: CAL's BAT Cave
Post by: Gaston on September 16, 2007, 05:34:57 PM
Wow this looks incredible.   It really looks like the progressive elementry / middle school I went to for a short time in upper New York State.   Very kool.   I think anyone would be very proud to put this in thier cities.



---Gaston
Title: Re: CAL's BAT Cave
Post by: Sim Shady on September 16, 2007, 07:34:18 PM
man thats beautiful :)
Title: Re: CAL's BAT Cave
Post by: Diggis on September 17, 2007, 01:16:09 AM
I was just wondering if you were still batting. Nice piece
Title: Re: CAL's BAT Cave
Post by: jayo on September 17, 2007, 08:54:24 AM
Now thats good work :thumbsup:  &apls &apls &apls &apls Great texturing
Title: Re: CAL's BAT Cave
Post by: Madeira aka Constantina on September 17, 2007, 10:00:21 AM
For my 100th message to SC4D

:) its looks like if it's in SimCity Societies!  :o

Nice work.
Title: Re: CAL's BAT Cave
Post by: callagrafx on September 17, 2007, 02:29:28 PM
Quote from: Madeira on September 17, 2007, 10:00:21 AM
:) its looks like if it's in SimCity Societies!  :o

Not sure that's a compliment  :D :D :D  If it was, thanks  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: Krio on September 17, 2007, 02:31:41 PM
You maybe have the best job ever  :P

I'm sure that they don't pay you enough for that :)
Title: Re: CAL's BAT Cave
Post by: jacqulina on September 18, 2007, 03:07:49 PM
wow thats a fantastic building :thumbsup:
Title: Re: CAL's BAT Cave
Post by: Yoder7652 on September 18, 2007, 05:58:46 PM
hopefully this beauty will find its way to SC4  ;D
Title: Re: CAL's BAT Cave
Post by: SimFox on September 22, 2007, 09:41:33 AM
Callagrafx:
are those trees from ONYX?? what size leaves do you use and what mat on them?? I wonder how to make them look good at small sizes and in large numbers...
Title: Re: CAL's BAT Cave
Post by: Nealos101 on September 22, 2007, 10:23:40 AM
As you can see children, this man is a god!

I've think you've done enough work to last a year Lee! Impressive as always and I can't see anything wrong... Well to my untrained eye... $%#Ninj2
Title: Re: CAL's BAT Cave
Post by: callagrafx on September 22, 2007, 11:22:28 AM
Bengt:  Sometimes it's not so great...that last one was rendered at 1am. And I do charge enough, that's for sure  :thumbsup:

Yoder:  Been working on it  :thumbsup: (see below)

Jac:  Thanks as always...nice to see you here.

Simfox:  I grabbed it from archidom.net as the in-house flora generator is a bit lacking.  I'm looking at Onyx or maybe Xfrog as I do more and more of these.  The material is a generic foliage without any form of alpha, the leaves are actually shaped, so it's rather heavy on the ole polycount.

Neal: Less of a god methinks.  You wouldn't believe the time spent.  And Max does a lot of the work as well.

As I mentioned, I've been playing with how it looks orthographically and here's what BAT sees (standard lightrig, scanline renderer for simplicity):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fschool_1.jpg&hash=aba4e6ee1132f52c04f61d4aca5ea6694155270e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fschool_2.jpg&hash=9924c380447556c0b7326b84ac1ff19b1aa8f477)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fschool_3.jpg&hash=a0063fbdf1395cccdecdb8019ce4b7b9fafdf77d)

I know SC4 is a rooftop game, but I think there's too much rooftop and not a lot else...which will make for a fairly dull LOT IMO...I don't want to spend a long time on this to find it looks bleah ingame.  Opinions definitely wanted.
Title: Re: CAL's BAT Cave
Post by: Krio on September 22, 2007, 11:25:56 AM
Could you change wall textures? In SC4 they look kind of plastic. And could you add a place where to "park" you bicycle?
Title: Re: CAL's BAT Cave
Post by: Antoine on September 22, 2007, 11:35:42 AM
simply word : WOW  &apls
Title: Re: CAL's BAT Cave
Post by: Madeira aka Constantina on September 22, 2007, 11:53:52 AM
nice
Title: Re: CAL's BAT Cave
Post by: Sim Shady on September 22, 2007, 11:58:22 AM
like you said, sc4 is a roof-top game, so maybe you should slap a few roof junk things to spice it up, even if its not totally realistic.  Also i think the basketball court needs its texture toned down a bit; a little too bright.

Fantastic job on this so far  :)
Title: Re: CAL's BAT Cave
Post by: kimcar on September 22, 2007, 12:53:27 PM
 :o Beautifull  :thumbsup: :thumbsup: Great bat and work  &apls
Title: Re: CAL's BAT Cave
Post by: callagrafx on September 22, 2007, 02:28:46 PM
Quote from: marcszar on September 22, 2007, 12:11:41 PM
I think the whole point of this building was to display roof junk...

..so I'm pretty sure the roof junk will turn out great.  :D  ;)

(Great work, BTW, Callagrafx  :thumbsup: )

Actually, most of the installations are internal...that's the company's main USP, most of the air-handling units are inside, therefore do not need protecting from the elements and are easier to access for maintenance.  Displaying this is a bitch, but strategic use of opacity maps gets the job done....And most roof junk around these days is old legacy stuff.

The basketball court is actually 3 courts, but yeah, most of the textures need to change as they were done for Mental Ray with an IES sky sun rig, so the ole BAT lighting rig makes them incandescent.
Title: Re: CAL's BAT Cave
Post by: cammo2003 on September 23, 2007, 04:03:16 AM
I think you need to scale the buildings up as well... They look a little, ahem, flat.

As far as textures - the main problem is a lack of variation. I know these sorts of schools don't have a terrible lot of variation (unlike older schools like the high school I attended which opened in 1956, which was a bit of a mish-mash of buildings).

I'd consider using a black gravelly/asphalt kind of texture for the basketball courts. It'd be a good contrast. On the other hand, a coloured texture might work better (to enhance said contrast.

A few things to consider:

- There's no outdoor assembly area. Although there's an assembly hall, such items are usually only used for major assemblies/graduations etc... For the more regular assemblies (for school announcements etc.) an outdoor assembly area is used (and these sometimes serve dual-duty as an emergency meeting point in case of fire etc.). It might be worthwhile to include this.

- The buildings are very tightly packed. In SimCity terms this is likely more practical, but there aren't many sprawling schools around the SC community. It might be worth the while to BAT a couple of smallish buildings to plonk some distance from the main area. There's rarely much logic to a school layout.  :P

That flora looks amazing.


Title: Re: CAL's BAT Cave
Post by: bat on September 23, 2007, 08:14:03 AM
That's looking really great, callagrafx! :thumbsup:
Title: Re: CAL's BAT Cave
Post by: MAS71 on September 23, 2007, 09:19:35 AM
Wow!!
:o It's Incredible work CAL san!! :o
Great!! It's really great!! &apls &apls

Before,,,,
Thank you very much for update the "CAL Canal Aqueduct BSC" !!
I'm sorry to my bad English (request). :-[
It was made you confuse.
I must learn English more before study the BAT and MOD &ops


and
I'm sorry to late "Thanks" for then.
(I can't have enough times to look(join) SC4D and forum now. &mmm)


Ok,
I'm looking forward to a completion this your new great work CAL san!!  ;)
Title: Re: CAL's BAT Cave
Post by: threestooges on September 23, 2007, 01:34:57 PM
The constuct as a whole looks quite good. I wouldn't scrap this project too quickly. The right props would make this thing come alive. As bengt suggested, bikes/bike racks would be a nice touch. As for the roof junk (or lack thereof) I think it looks fine right now. It has some stuff going on up there, but nothing too busy. Then again, most of the schools I have attended have been in CA so there isn't much call for heating (or even A/C) units. One thing that might be interesting that my undergrad campus (Loyola Marymount University, Los Angeles) used, was solar panels. It seems like a contemporarstyle school like this would be on the cutting edge of things like that and would be useful to fill any areas that look excessively open. Again, very nice design. I'll be interested to see where this goes.
Title: Re: CAL's BAT Cave
Post by: jacqulina on September 25, 2007, 02:52:01 PM
thanks lee good to see you are well my friend,and still doing awesome work  &apls &apls
Title: Re: CAL's BAT Cave
Post by: Sim Shady on September 25, 2007, 08:28:06 PM
Whew! we got alot of constructive critism for ya don't we  :P
Title: Re: CAL's BAT Cave
Post by: FrankU on September 27, 2007, 03:41:28 AM
Now everyone is communicating about the school, so I'm probably a bit late....

But I just discovered this thread and am amazed of what you did to Simgoobers canals. I will download them this afternoon. Including the stunning aqueduct!
Pity though, that we won't have diagonal canals.
Oppies are very nice, including the very easy to handle diagonals.
Maybe someone feels challenged?

Great work, thanks a lot. Without people like you, SC4 would have become dull within 6 months.
Title: Re: CAL's BAT Cave
Post by: callagrafx on November 07, 2007, 02:46:34 PM
* cough cough...

Been a while since the Cave was opened, but I've been busy working on my small contributions to the Birthday Bash.  Here's the first one, Celestia.

A set of 3 LOTs including a R$$$ (4x4) Stage 7 Apartment block, an R$$$ (3x3) Stage 8 Apartment block and an R$$ (4x3) stage 8 apartment block plus a CAMeLOT R$$ Stage 9 Tower block.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fcelestia.jpg&hash=861358a59c1da4e180849b849c6a6c9bfbef4777)
Title: Re: CAL's BAT Cave
Post by: TheTeaCat on November 07, 2007, 03:39:53 PM
Oh my word  :o :o :o
stunning just stunning

:satisfied:
TTC
Title: Re: CAL's BAT Cave
Post by: Traff on November 07, 2007, 07:53:28 PM
The Celestia Lofts look great. Very nice work.
And the school looks outstanding. Many hours I bet :)


Title: Re: CAL's BAT Cave
Post by: FrankU on November 08, 2007, 04:40:30 AM
WOW!
&apls
Title: Re: CAL's BAT Cave
Post by: jacqulina on November 08, 2007, 04:42:42 AM
hi lee hows you,excellent work there my friend &apls &apls
Title: Re: CAL's BAT Cave
Post by: jayo on November 09, 2007, 09:59:22 AM
Great work-is it supposed to be a UK modern tower block? :P
Title: Re: CAL's BAT Cave
Post by: callagrafx on November 17, 2007, 12:28:29 PM
Hiya Jac, thanks as always

@Jayo: Yep

Another offering for the Birthday celebrations, UK Executive housing:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fexechousing.jpg&hash=a5f611963a4e414163216a0f653132c3be7bece2)
Title: Re: CAL's BAT Cave
Post by: Pat on November 17, 2007, 12:30:05 PM
Lee is that an ADT sticker on the side of the house on the second floor by the rain gutter???
Title: Re: CAL's BAT Cave
Post by: bat on November 18, 2007, 03:22:52 AM
That house is looking wonderful! Great work!
Title: Re: CAL's BAT Cave
Post by: greenbelt on November 23, 2007, 10:48:48 AM
Don't know if this is the correct thread to ask about Reward requirements for Old Coach House and Willowtree Cottage.  I need these as dependencies for BLS Jacky's Old Coach Farm and BLS Willowtree Farm.  I guess I really only need the resource files, but in any case what is required for the original CAL lots to grow or become available. 

 
%confuso I'm trying to trim the fat out of my plugins folder. Any help as to what I don't need would be great.  %confuso

1.According to the readme CAL Old Coach House is a Landmark, CS$$ grow and R$$$ grow.  According to the BSC Rewards documentation CAL Old Coach House requires CSX Guesthouse Barbys Cottage which in turn seems to require CSX Mansion Dalene. ()what()

2.According to the readme CAL Willowtree Cottage is a reward (CSX Tourism Chain BTE), but no other details are given.  According to the BSC Rewards documentation CAL Willowtree Cottage is not mentioned.  And on Lex CSX Mansion Cromwell is said to be required?   ???


Thx Rad
Title: Re: CAL's BAT Cave
Post by: callagrafx on November 23, 2007, 11:33:05 AM
You're right that all you need is the existing models for the Coach House and Willowtree without the LOT files if you just want the BLS farms.

1. That sounds about right.  As I suck at Modding and Barby "does for me" in that dept hopefully she'll be able to clarify.

2. Willowtree Cottage does indeed require CSX Cromwell Mansions and it's probably not mentioned in the documentation as it was done after the last update to the Reward chain as far as I remember. Apologies for the lack of info on this, I thought I'd included it in the readme.

Title: Re: CAL's BAT Cave
Post by: BarbyW on November 23, 2007, 11:50:45 AM
If you are referring to the BLS Jackys Coach Farm Reward it needs a city population of 8000 including 250 R$$$ plus Cal's Jacky's Kabin. If you are referring to the growable Old Coach House Farm in the latest CAM farms pack then you only need BSC MEGA Props CAL Vol01 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=469)
For the Willow Tree Cottage reward you need CSX Mansion - Cromwell Estate  (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=282) which requires a city age of 75 years.
If you do not want to use the rewards all you need to have are the BSC MEGA Props CAL Vol01 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=469) and the dat from CAL Willow Tree (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=734)
Title: Re: CAL's BAT Cave
Post by: greenbelt on November 23, 2007, 12:09:17 PM
Thanks for the quick replies Cal and Barby!   ()flower()
Hard to decide ( in the interests of a 'slim' plugins folder) whether I'll play with Rewards or not.

OK so I only need CSX Guesthouse Barby Cottage and therefore CSX Mansion Dalene to get the original CAL Old Coach House Reward, right?
Title: Re: CAL's BAT Cave
Post by: jayo on November 25, 2007, 12:48:20 AM
This is great  ;D I've just worked my magic with the lots-I havn't grown any of your tower blocks yet though :(
Title: Re: CAL's BAT Cave
Post by: callagrafx on November 25, 2007, 12:57:56 AM
Quote from: jayo on November 25, 2007, 12:48:20 AM
This is great  ;D I've just worked my magic with the lots-I havn't grown any of your tower blocks yet though :(

The Celestia Tower is a CAMeLOT (Stage 9 I believe) so you will need the CAM installed for it to grow.
Title: Re: CAL's BAT Cave
Post by: Shadow Assassin on December 19, 2007, 07:05:13 PM
Very nice work here... lol.

Anyways, Cal, are there any plans for narrow versions of your Simgoober Remastered canals? It'd be nice and would finish off the set nicely.
Title: Re: CAL's BAT Cave
Post by: T Wrecks on January 03, 2008, 01:43:40 PM
It's funny that I came here to ask a question regarding the remastered SG canals (and fearing that I'd interrupt a totally different discussion) only to find that the last post has been another question with regard to the canals!  ;)

Anyway, I was wondering whether it would be possible to make a simple 1x1 straight section with a 1-tile overhang (left/right) and a 1x1 water piece with overhang so that we could basically use all 1 and 2 tiles wide elevated networks (raised highway, monorail etc.) as well as raised NAM puzzle pieces (railway viaducts, avenue bridges etc.) to cross these canals at a height that won't make water traffic impossible. This would extend their scope of application from city scenes, where they serve as eye-candy mostly, to a look of actual waterways that are still in use. I remember I was so excited when these overhanging pieces were released for SG's original canals, and seeing how beautiful the remastered version looks in game, I just couldn't help thinking it would be the icing on the cake. :)
Title: Re: CAL's BAT Cave
Post by: callagrafx on January 03, 2008, 02:57:06 PM
I think I know what you mean, so the water "underhangs" elevated automata?  That shouldn't be a problem to do, time permitting. However, there is no water traffic on the canals as they're simply eye-candy.

SA:  I'm in the midst of RL hell at the mo, but I will look at extending the set when I get some free time.
Title: Re: CAL's BAT Cave
Post by: T Wrecks on January 04, 2008, 03:06:56 PM
Well, there doesn't need to be actual water traffic there. I just thought about creating the illusion that water traffic would be possible on these canals. ;)

In this case, however, the bridges included in the set would obviously be far too low to allow any barge, boat or ship to pass under it. They are great for cities where the canals have become a decorative element, but not for the purpose I had in mind. In contrast to the included bridges, however, elevated networks leave more than enough room for a barge to pass through. The problem is that without over- (or under-)hanging lots I cannot draw any elevated network over the canals, let alone NAM puzzle pieces.

As far as I understand these matters (which is not very far, tbh $%Grinno$% ), this possibility of crossing a canal with elevated networks and raised puzzle pieces could be achieved by re-rendering a standard canal piece at an offset of 16 m to the right & left, and a 1x1 water piece at an offset of 16 m in any direction (can be rotated freely anyway).

But of course, RL comes first - hope you get through well, and thanks for considering my little request! :)
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 10, 2008, 11:51:47 AM
I haven't forgotten about the offset canals, just need to de-archive the source files...But I have been busy with other things.

I decided this weekend to screw work and to start to BAT again...So I made this:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fwatermark-1.jpg&hash=5fdd65690ec3d9317d5c4b0206708bad5dea9b1e)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fwatermark-2.jpg&hash=06459239d2ad4f234950882b7815a93910297383)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fwatermark-3.jpg&hash=3582b8fd1ef21e2be0d8c55fb98d0baf61bd359c)

It's not complete (still have work to do on the other side) and it needs to be lit and tested for scale, but I'm liking it...
Title: Re: CAL's BAT Cave
Post by: paroch on February 10, 2008, 11:56:41 AM
That looks brilliant.

Good luck with completing the project.
Title: Re: CAL's BAT Cave
Post by: TopCliff on February 10, 2008, 11:57:31 AM
That looks so cool! It's like, a semi Art Deco beach condo diagonal thing.Wait, would it be a diagonal? Just wondering. That just looks so cool though.
Title: Re: CAL's BAT Cave
Post by: Krio on February 10, 2008, 12:07:57 PM
You should screw work more often good sir  &apls
Title: Re: CAL's BAT Cave
Post by: jayo on February 10, 2008, 12:51:12 PM
Looks brilliant  ()stsfd() Typical of higher end modern developments these days-One question,is it based on any particular building?
Title: Re: CAL's BAT Cave
Post by: tag_one on February 11, 2008, 07:47:37 AM
Wow, great work on this one Lee &apls The architecture of this building is really stunning. 
Title: Re: CAL's BAT Cave
Post by: FrankU on February 11, 2008, 08:12:51 AM
Oh this is indeed great!
Title: Re: CAL's BAT Cave
Post by: kimcar on February 11, 2008, 03:33:45 PM
Just the weekend for do this .  :thumbsup: Very nice design and great work on this baby  &apls &apls
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 12, 2008, 01:05:46 AM
Thank you all, although I cannot take credit so much for the design, as it's loosely based on a new building in Cardiff Bay.

I've done some more on the other side, added the atrium and underbuilding parking access...Back to work so development on this will slow for a few days, but I need to get the lighting rig sorted and tone down some textures, add the nitelighting and test the scale.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fwatermark-4.jpg&hash=20da168e54da63a069211a3f10f1af2e58f2b3fb)
Title: Re: CAL's BAT Cave
Post by: Glenni on February 12, 2008, 02:37:02 AM
That looks great cal!





Oh, and mind sharing those plants, do ya? :D
Title: Re: CAL's BAT Cave
Post by: Antoine on February 12, 2008, 10:05:55 AM
excellent BAT !!  &apls
Title: Re: CAL's BAT Cave
Post by: rooker1 on February 12, 2008, 10:10:08 AM
This is a great building, indeed.  I love the irregular shape.

Robin  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: Pat on February 12, 2008, 10:20:51 AM
Lee that is looking real good....
Title: Re: CAL's BAT Cave
Post by: jeronij on February 12, 2008, 10:46:21 AM
Excellent modelling and very nice details  :thumbsup: . Somehow the building reminds me a ship... I like it  ;D
Title: Re: CAL's BAT Cave
Post by: FrankU on February 13, 2008, 12:18:12 PM
Yes! Good Modern architecture often has some ship like features.
See Erich Mendelssohn and Le Corbusier.
Title: Re: CAL's BAT Cave
Post by: Glenni on February 13, 2008, 12:33:00 PM
When i was visiting Hamburg ( On a cargoship infact) I saw a pretty ship-like looking building.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi80.photobucket.com%2Falbums%2Fj179%2FGlenni91%2FBAT%2520pics%2Fblah%2Fmoomoo%2Fshipbuilding.jpg&hash=8c356155fe2f5d36b0863413153423b969c5fc60)
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 13, 2008, 04:14:12 PM
Nice building...although it reminds me more of an old WWI English Tank...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.warbirdphotographs.com%2FATC%2FATC-BritishWWI-1.jpg&hash=a410de02d218d910ac2cd2c9fd360883e4c69ba2)
Title: Re: CAL's BAT Cave
Post by: Glenni on February 13, 2008, 06:21:24 PM
Haven't thought about that one before!  :D
Title: Re: CAL's BAT Cave
Post by: Yoman on February 14, 2008, 12:17:52 PM
Guess it finally reached Germany after 100 years at 1 mph with more time spent broken than running :P Well thats what you get for making the first tank  :D
Title: Re: CAL's BAT Cave
Post by: JBSimio on February 15, 2008, 04:11:41 PM
I really like this building a lot Lee!  &apls

If you really want to see a great "boat building," check out these pictures of the Milwaukee Art Museum (http://img.search.yahoo.com/search/images?ei=utf-8&fr=slv8-hptb5&p=milwaukee%20art%20museum)!  ;)
Title: Re: CAL's BAT Cave
Post by: Couchpotato on February 15, 2008, 04:24:40 PM
It definitely resembles a cruise ship in layout.  But I'm curious why you changed the deck texture so the first three levels have one texture and the second three levels have another.   %confuso
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 16, 2008, 01:15:00 AM
Quote from: Couchpotato on February 15, 2008, 04:24:40 PM
It definitely resembles a cruise ship in layout.  But I'm curious why you changed the deck texture so the first three levels have one texture and the second three levels have another.   %confuso

Some are balconies, the others (the tiled areas) are terraces, so I'll be changing the textures to match...However, that said I've decided to change the purpose of the building from a residential to a Hotel, mainly because of the size of the thing.  It sits on an 8x3 LOT and don't think it'd be easy to grow, but a plop with jobs will make it more versatile.  To this end I'm adding a pool on the lowest terrace and re-modelling the atrium section to be more "hotel" like, to probably sit on an 8x4 LOT.

On the residential front, I've modelled each apartment separately so can repurpose them in another configuration to make high density residential towers.  Now going to have a play with nightlibraries to save myself some omni grief.
Title: Re: CAL's BAT Cave
Post by: xxdita on February 16, 2008, 02:26:08 AM
That is just stunning work. A gorgeous building.
Love, exciting and new. Come Aboard. We're expecting you. The love boat soon will be making another run
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 16, 2008, 10:52:57 AM
Added a pool and started the nightlights...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fwatermark-5.jpg&hash=540d76bc2c7075da8f0d2894fd27c72d899fce0f)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fwatermark-6.jpg&hash=4ba4f75a4a7cbe32d2b54c3af6852b546700ad45)

Oh, and a couple of variant towers using the isolated apartments...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fwaterside-tower.jpg&hash=853a5dd87b933c71d4bfd501af0a303cac682961)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fwaterside-tower2.jpg&hash=bffc78892b942b69327809f77cc3a37b006cb002)
Title: Re: CAL's BAT Cave
Post by: TheTeaCat on February 16, 2008, 11:33:10 AM
Wow some fab looking work there lee  &apls &apls

Just something I noticed that the lighting in this area looks funny.
As the doors seem to be below the top of the wall to their right(or left as we look at it now)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg208.imageshack.us%2Fimg208%2F4637%2Fwatermark6tj6.th.jpg&hash=cf5ed41f46dc6dd8fa9061928bbf7eeff1eeb6e7) (http://img208.imageshack.us/my.php?image=watermark6tj6.jpg)
I marked it in thumbie. maybe I am been picky (ok I am ) but I'm sure you get what I mean. Still you produce some of the most amazing work i've ever seen  &apls

And the towers look marvellous too.

:satisfied:
TTC
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 18, 2008, 01:46:53 AM
Thanks for the observation Derry, I'll check it out.

Meanwhile I've finished dressing the model with some models made by Spa...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fwatermark-7.jpg&hash=4f80b8c00c77745e261f6f7f880a3eb7de7d4908)

I've also discovered that the B4M script cannot switch off MR Area Omni lights despite the nitelite prefix, so I've got to go back and change them for normal omnis...as there's only 15 or so it shouldn't be a problem.
Title: Re: CAL's BAT Cave
Post by: FrankU on February 18, 2008, 03:05:14 AM
Wow!
Is this going to be a luxury hotel?
Title: Re: CAL's BAT Cave
Post by: xxdita on February 18, 2008, 03:50:07 AM
Um... Should there really be the parking vent underneath the pool? I'm not sure why I didn't notice this before.
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 18, 2008, 04:00:18 AM
Quote from: xxdita on February 18, 2008, 03:50:07 AM
Um... Should there really be the parking vent underneath the pool? I'm not sure why I didn't notice this before.

oops, me neither.  I shall rectify  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: Andreas on February 18, 2008, 04:50:36 AM
Well, it could stay due to the symmetry - the swimming pool water treatment facility needs venting as well. :)
Title: Re: CAL's BAT Cave
Post by: xxdita on February 18, 2008, 05:08:49 AM
True, but that area would be closed off from the parking structure, with probably only a maintenence entrance. I'd leave the vent in place at the back (or side?) of the building in the pool area, but directly underneath I'd think would need to be more secure, to keep guests away from the pool chemicals and such.
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 18, 2008, 06:44:54 AM
I'm gonna put a small structure in front, with locked doors and maybe a very large wall mounted fan (I have a few of those  :D ) to hide my mistake  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: TheTeaCat on February 18, 2008, 11:41:24 AM
Some excellent additions there with the "dressing" Lee  &apls

I dunno why once my eye spotted the weird shadows in that area it kept zoning in on it all the time.  ::)

A quick question, How do the sims get out of the pool without steps or ladder? A small diving board perhaps?

This is looking better and better Lee, cant wait for it to be released :thumbsup:

Regards
Derry
Title: Re: CAL's BAT Cave
Post by: hydra on February 19, 2008, 08:59:41 PM
Thats one big place but looking great.
Title: Re: CAL's BAT Cave
Post by: SimFox on February 22, 2008, 01:58:15 AM
Interesting structure!

May I ask, what do you render it with? I see sharp, defined shadows from "sun" so it most probably not the default rig. Then again the shadow side looks a bit odd and two adjacent surfaces of the same material look entirely different in terms of both luminance and hue.
Title: Re: CAL's BAT Cave
Post by: callagrafx on February 22, 2008, 02:22:39 AM
Simfox: It's rendered with the standard BAT lighting rig, only modification I did was to change the light shadows to raytraced rather than shadow map, using Mental ray set to it's highest. The shadows look plausible for the game, although its the only time I use targeted directs for modelling, all other (paid) work is illuminated by photometric lighting.  I've just got my copy of Max 2008 so will be playing with the lighting options it gives you now...I'm loving the photographic exposure controls.  I still need to figure Vray settings though, not used it a great deal and don't have much time to "play"...Could you point me to some good reference sites/books etc?
Title: Re: CAL's BAT Cave
Post by: SimFox on February 22, 2008, 05:18:20 AM
hm... now I'm confused even more: you use default rig(with changed shadow type) right? What then do you set to the highest in MR??

Yeah! mr Photographic Exposure is a grate stuff! I'd go as far as saying it is better then Physical Camera in V-ray. Well, with one exception. the white balance control, or to be precise it's UI in mr Photographic exposer control. It only allows for K temperature but not a hue shift. Funnily enough all that functionality is there. It just not realised in UI. I know from the horses mouth, so to say of a discussion about the issue at Autodesk. People involved with UI development defended their position by saying that they recreate Pro camera controls. Apparently they themselves have very limited experience with said cameras or they would know that apart from white balance set in K there is always hue shift. But I think some clever blocks from German MR forum made own camera shader that has all the additional features available in the MR itself.
Another new feature in 2008 is Light portal!! Man, is it great or is it great!! With it's introduction MR is finally able to take on V-ray in interior renderings. It's funny to see how old guard is "fighting the change" On one forum people were comparing V-ray vs Mr on set scene. And some just insist on having tons of interior lights with day scene. Lights that are absolutely pointless, unrealistic and there in the first place because in the time scene was set it was the only way to get it to render in acceptable quality. Now they are obsolete. Still some  insist they have to be taken into account!

As for MR vs V-ray... well it is a battle of the giants... Very difficult to call winner. Superb results could be achieved in either. in some circumstances either can have some speed edge. People say that in animation MR is a better performer. Personally i don't have any experience with that. In many cases V-ray may have some speed advantage over MR, but I wouldn't say a huge one. Also I like lighting model in MR better. I think it looks more real while V-ray looks more precessed more CG like - overly smooth. Of course you can tinker with it and get it look "real" but with MR this comes straight out of box. I'm sure in both case it a simply case of default settings. and shows nothing more then some sort of philosophical differences between developers.

As for V-ray stuff. Well it was and still is a king of the hill in arch_vis (particularly interior works) and there are tons of tutorials floating around.
I would recommend to take a look at these:

http://www.thegnomonworkshop.com/dvds/cni01.html
http://www.thegnomonworkshop.com/dvds/cni02.html
http://gnomonology.com/tutorial/62

information in those is spread across the time plain but principles are solid and presentation is VERY god!

also you definitely should get acquainted with this fantastic resource for V-ray materials:

http://www.vray-materials.de/

as for the application to the BAT V-ray has couple of issues:
It's sun/Sky model works best through it's own proprietary Physical Camera. It is a great cam, but unfortunately it hasn't got the the ortho mode.
With standard cameras white balance settings are unavailable as V-ray doesn't play house with MAX exposure controls. This problem may be, like always bypassed with some tinkering with lights. Also all the speed gains are available with V-ray own set of GI features which are again are incompatible with BAT scripts. Particularly knowing your adherence to the game "rules" and "perceptions" this may be difficult. Although this very thing would allows for effortless truNite export. Still some tinkering, although on a small scale, with the scripts would be required.
Biggest limitation though, the thing that pushed me to MR for BAT and in the end made it my render of choice for everything else (what an irony), is that way V-ray calculates the image. It is STRICTLY from camera view. Although FG in MR is sort of works this way it linkage is more lose. V-ray on the other hand is enforcing clipping. Or to be precise it simply wouldn't calculate anything outside of camera clipping plains regardless if they are turned on or off.

With BAT that means limitation of the size of the models that could be exported. if it too tall or too wide it may be chopped off.

You can have very accurate preview of this phenomenon if you turn clipping in camera settings.


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg245.imageshack.us%2Fimg245%2F8789%2Fvrayclippingkg1.jpg&hash=1ef813d8a586b8d2997a6f1ec8e8b3ddb5d82400)
I have to stress that this would come into play only with VERY large models.
I came across it only when I been working win Andisart of his model of BurjDubai. Basically with normal skyscraper proportions e.g. tower with cross section of 60x60780x60 you should be quite safe up to the heights of about 560-600m.
Among strong point of V-.ray is un-doubtfully it's Light cache! It is very fast and excellent way to bounce light into all sort of narrow spots! FG can not compete with this one. MR GI photons sort of can, but the problem with them is that mr Sky ONLY works with FG. So you have to rely on it to carry the light. And as you probably know any extra FG bounce is quite pricey in terms of time. Light cache is like photons - almost endless bounces almost free! Just take a look at the render times in the shots above!
Title: Re: CAL's BAT Cave
Post by: callagrafx on March 09, 2008, 01:59:38 AM
Having bashed my head against a brick wall with render errors (mostly memory, so I need to do some pruning) with Waterside, I got a bit fed up with BAT...until I started playing Demon Days on my ipod again...So, for all you Gorillaz fans, I present, Feel Good Inc.

Graffiti by Banksy, posters by me.  This is a stage 14 CO$$ sitting on a 3x3 LOT, so it will require CAM.  There will also be a plop with jobs for you non-CAMers.  Will update with ingames once I export.  Alternatively I could do it as a prison, as that's how it's perceived in the video.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Ffeelgood_SC4D.jpg&hash=7fa2f87ed367a5bb3d4db66dcf3c80ba698be832)
Title: Re: CAL's BAT Cave
Post by: jayo on March 09, 2008, 03:06:42 AM
Looks freaky  ()stsfd() Nice stuff there  "$Deal"$
Title: Re: CAL's BAT Cave
Post by: toxicpiano on March 09, 2008, 05:53:48 AM
Nice! I think a prison would be appropriate.
Title: Re: CAL's BAT Cave
Post by: zero7 on March 09, 2008, 06:31:59 AM
That's a very nicely textured ... er ... whatever it is.  In fact it's probably the tallest and best whatever it is I've seen for SC4   ;D
Title: Re: CAL's BAT Cave
Post by: callagrafx on March 09, 2008, 07:29:35 AM
It's an homage to this:

http://www.youtube.com/watch?v=01C4RPEinM4
Title: Re: CAL's BAT Cave
Post by: Couchpotato on March 09, 2008, 07:43:47 AM
Well, I would have guessed it was President Bush's economic think-tank board room.   
Perhaps some smoke drifting from the top would complete that perception.  (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ficonhell.com%2Fi%2Ficonhell_surrealthoughtz_mwahahaa.gif&hash=69ad40924b0deab114339a27acfa55c9a7ea1f0c)
Title: Re: CAL's BAT Cave
Post by: Adept2Rock on March 09, 2008, 07:51:32 AM
I like i like your flat!!So beautifu! &apls :thumbsup:
Title: Re: CAL's BAT Cave
Post by: zero7 on March 09, 2008, 07:57:22 AM
Quote from: callagrafx on March 09, 2008, 07:29:35 AM
It's an homage to this:

http://www.youtube.com/watch?v=01C4RPEinM4

Ah, that explains it.  Gorillaz music I know and love, but I've never been a music videos person.

Title: Re: CAL's BAT Cave
Post by: mightygoose on March 09, 2008, 08:54:52 AM
nice cal very nice i have a use for that hideous beauty
Title: Re: CAL's BAT Cave
Post by: callagrafx on March 09, 2008, 09:36:14 AM
Here's the BAT ingame as a prison, with room for 12,000 inmates

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Ffeelgood_prison1.jpg&hash=fc06b6dfe62af44e0a557a5adc26d7e8f6c45629)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Ffeelgood_prison2.jpg&hash=c00b2c4c5c396b5a9f39b95423f7ea8f4a24bd87)
Title: Re: CAL's BAT Cave
Post by: Krio on March 09, 2008, 02:33:22 PM
Excellent idea and creation Cal  &apls something what we don't see much during these days of realism
Title: Re: CAL's BAT Cave
Post by: RebaLynnTS on March 09, 2008, 05:21:00 PM
Interesting BAT ... we do need more prisons.
Title: Re: CAL's BAT Cave
Post by: jacqulina on March 10, 2008, 01:37:50 PM
hiya lee hows you,very interesting work your doing &apls &apls
Title: Re: CAL's BAT Cave
Post by: mightygoose on March 10, 2008, 03:00:20 PM
what is it about 400m tall?
Title: Re: CAL's BAT Cave
Post by: callagrafx on March 10, 2008, 04:27:59 PM
Quote from: mightygoose on March 10, 2008, 03:00:20 PM
what is it about 400m tall?


A little over 470m I think...can't remember off hand.

Quote from: jacqulina on March 10, 2008, 01:37:50 PM
hiya lee hows you,very interesting work your doing &apls &apls

Aaahh, Jacky, good to see you here.  It's not to everyone's tastes, that's for sure.  I made it purely for fun and as a little tribute to a band of true innovators.
Title: Re: CAL's BAT Cave
Post by: Pat on March 15, 2008, 08:50:51 PM
Lee that is a intresting Prison there!!! So what is there an express elevator to get to each floor??
Title: Re: CAL's BAT Cave
Post by: callagrafx on March 18, 2008, 08:45:19 AM
Just to let you know it's been uploaded to LEX.
Title: Re: CAL's BAT Cave
Post by: Pat on March 18, 2008, 08:54:32 AM
I got it and thank you Lee for anther wonderful master piece!!!
Title: Re: CAL's BAT Cave
Post by: cammo2003 on March 18, 2008, 11:16:47 PM
It's not my cup of tea, but I must commend you on a well-made BAT.

Actually, alternative prisons is something we sorely lack, I'd not mind some more realistic ones...
Title: Re: CAL's BAT Cave
Post by: Alfred.Jones on March 18, 2008, 11:51:13 PM
That is awesome Lee! I'm a fan of Gorillaz and it looks great. You are truely a very talented man!
Title: Re: CAL's BAT Cave
Post by: FrankU on March 19, 2008, 07:11:50 AM
Prison looks great, although I think the inmates won't like it very much. Many of them will get seasick when a strong wind is blowing. I will never believe you have found a construction material that is strong enough for such a thin line that doesn't also bend a lot....
But,. hey, who is talking about realism in this game?
&apls
Title: Re: CAL's BAT Cave
Post by: callagrafx on March 20, 2008, 01:49:32 AM
Quote from: FrankU on March 19, 2008, 07:11:50 AM
Prison looks great, although I think the inmates won't like it very much. Many of them will get seasick when a strong wind is blowing. I will never believe you have found a construction material that is strong enough for such a thin line that doesn't also bend a lot....
But,. hey, who is talking about realism in this game?
&apls

It's a prison!!!...who cares if they get sick  :D :D :D  As for realism, I think that went out of the window when they came up with the video storyboard, which features a flying island powered by a windmill  :P
Title: Re: CAL's BAT Cave
Post by: ky72x on March 20, 2008, 07:42:20 PM
Awesome work, Lee!  I am also a fan of Gorillaz, so this BAT is very familiar to me.  ;D 

As for realism... yeah, I think that it's non-existent to the four members of Gorillaz.  :P

- Kyle
 
Title: Re: CAL's BAT Cave
Post by: jeronij on March 21, 2008, 12:36:21 AM
Very good work  :thumbsup: . The textures are really well choosen, and the sci-fi shape makes it fit fantastically in a modern/future city. I can see this one near Somy's futurisctic buildings blending nicely togheter  ;)
Title: Re: CAL's BAT Cave
Post by: RebaLynnTS on March 21, 2008, 11:09:29 AM
I drove by the county jail, here where I live, and they are doing some construction. I was thinking it might be cool to have modular prison and jail pack of some kind.
Title: Re: CAL's BAT Cave
Post by: Heblem on March 21, 2008, 11:12:16 AM
Quote from: RebaLynnTS on March 21, 2008, 11:09:29 AM
I drove by the county jail, here where I live, and they are doing some construction. I was thinking it might be cool to have modular prison and jail pack of some kind.

Thats something I was planning since some time ago, but never finished it  :D

Thats a great prision Lee  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: callagrafx on March 21, 2008, 11:13:09 AM
Quote from: RebaLynnTS on March 21, 2008, 11:09:29 AM
I drove by the county jail, here where I live, and they are doing some construction. I was thinking it might be cool to have modular prison and jail pack of some kind.

Not sure you could do modular prisons, as it's an amenity and has an effect on the game.  The best that could be done is a central building with jail walls as seperate LOTs.  Someone with more knowledge under the bonnet could answer that better, I'm more a "get into a nice car and drive" kind of person  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: RebaLynnTS on March 21, 2008, 11:18:46 AM
My idea would be, each main building would be a jail (a prison might not work as well, since it is a reward) with a little less capacity than the normal jail, you'd also be able to have some eye candy lots for fences, and admin buildings, and such.

It is something I had thought about before, but the projects I am doing now, are keeping me very busy at the moment.
Title: Re: CAL's BAT Cave
Post by: callagrafx on May 25, 2008, 09:14:16 AM
Been a while since I posted in here...probably cos I had nothing to post.  Until now that is.

RL keeps me busy, especially with 3D work.  Recent project for a property development company:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FAptext.jpg&hash=b46906111cda089c31b33208882e2685e4015499)

Translated into a BAT:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fwindsor_dn1.jpg&hash=79dff4eedc3a4443abb336f325b33e6470fecd79)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fwindsor_dn2.jpg&hash=a33bc9e741e9963dc3f99ba675e0175ef992d975)
Title: Re: CAL's BAT Cave
Post by: Heblem on May 25, 2008, 09:19:11 AM
You sure your work is involved with SC4? just kidding its interesting doing that...

I really like that (dept homes?) excellent work  ;)
Title: Re: CAL's BAT Cave
Post by: Yoman on May 25, 2008, 09:51:28 AM
Now that right there is a shame, so much gorgeous detail lost in the transfer. A quick look at the first photo and you wouldn't realize that you are looking at a model.
Title: Re: CAL's BAT Cave
Post by: Pat on May 25, 2008, 10:04:56 AM
Stunning Job there Lee!!!
Title: Re: CAL's BAT Cave
Post by: threestooges on May 25, 2008, 11:47:00 AM
Excellent work on them (both the professional one and its BAT version) they'll be a nice addition to the game.
Title: Re: CAL's BAT Cave
Post by: Diggis on May 25, 2008, 11:54:57 AM
Looks great Lee, although the yellow brick seems a little bright compared to the rest of the building and to the render you did.
Title: Re: CAL's BAT Cave
Post by: callagrafx on May 25, 2008, 02:19:56 PM
Thanks all, it's appreciated.

Shaun, the other colour was a little too subtle, so I used a colourway from similar type buildings but made the colour more "yellow" (I hate red brick)...but I couldn't on the pro render as it needed to look different.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.propertyfinder.com%2Fobjects%2FGB%2FN%2Fn%2FA%2F502794701%2C20080408040356%2Cp%2C400x300%2Cphoto1.jpg&hash=a78f72d327d87d7301b073e1c9118da2a2ef6ca5)

To continue in the same vein...variation on the same theme.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fwindsor_8.jpg&hash=8a022a3b85ce67d21c1ff6083fca77e8bdd91573)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fwindsor_7.jpg&hash=0403b98bf46adcd5fccfa4ce6210c2f601a95a87)
Title: Re: CAL's BAT Cave
Post by: baconrocky on May 25, 2008, 02:38:26 PM
These look really nice - they can fit in a variety of settings, urban, suburban, etc. excellent!
Title: Re: CAL's BAT Cave
Post by: Heblem on May 25, 2008, 02:55:30 PM
maybe a bit less saturation on the yellow brick but anyway looks great!
Title: Re: CAL's BAT Cave
Post by: mightygoose on May 25, 2008, 09:03:34 PM
reminds me of these

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi193.photobucket.com%2Falbums%2Fz124%2Fmightygoose_2007%2Ftownhouses.jpg&hash=4bb4d17326663d7b2300224200697b33ec3e27f7)
Title: Re: CAL's BAT Cave
Post by: callagrafx on May 26, 2008, 12:53:31 AM
Yeah....architects do seem to follow a trend, don't they?  :D
Title: Re: CAL's BAT Cave
Post by: callagrafx on May 28, 2008, 05:21:14 AM
Well, while Mariners Quay and Windsor Quay are in the very safe hands of BLS Productions, I started to play with some curves...liked what I did and developed it a bit further.  Probably this will be a high capacity (CAM version too) Hospital or possibly a medical reward...The jury's still out on that.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fnewbuild_3.jpg&hash=41b5b59a57669f0fd89ed12698f1173443608578)

And some more progress:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fnewbuild_5.jpg&hash=5048efbcde458e30c55ce305cb541fb58a4e50a6)
Title: Re: CAL's BAT Cave
Post by: Meastro444 on May 28, 2008, 06:09:00 AM
sexyness Cal! it looks stunning!

one Q, make it non CaM to please ;)
Title: Re: CAL's BAT Cave
Post by: Alfred.Jones on May 28, 2008, 06:10:19 AM
Woah!

That is very impressive Lee!
Title: Re: CAL's BAT Cave
Post by: callagrafx on May 28, 2008, 06:51:39 AM
Quote from: Meastro444 on May 28, 2008, 06:09:00 AM
sexyness Cal! it looks stunning!

one Q, make it non CaM to please ;)

There'd be a CAM and a non-CAM LOT included.
Title: Re: CAL's BAT Cave
Post by: jayo on May 28, 2008, 08:51:08 AM
If it was red brick i would say it looked a bit like one of those massive developments in Leeds at the moment :P
Great,great work-I wouldn't make a hospital though  $%Grinno$%
Title: Re: CAL's BAT Cave
Post by: FrankU on May 28, 2008, 10:07:30 AM
A beauty!
Title: Re: CAL's BAT Cave
Post by: Pat on May 28, 2008, 12:33:08 PM
Daaaaamn Lee that is just WOW!!! What lot size are you thinking for this?
Title: Re: CAL's BAT Cave
Post by: nerdly_dood on May 28, 2008, 12:39:04 PM
:o DUDE! THAT ROCKS!  And so does the apartment building on the previous page, too!
Title: Re: CAL's BAT Cave
Post by: simdad1957 on May 28, 2008, 06:27:27 PM
Cal:

Thanks for remembering us non-CAM Luddites. Not everyone wants to upgrade to the CAM but we all still appreciate your fine work.
Title: Re: CAL's BAT Cave
Post by: callagrafx on May 29, 2008, 01:10:56 AM
Actually, the building descs will be created using Wou's Tool so will work with or without CAM. The LOTS (being made by Barby) will be R$$$ stage 5
Title: Re: CAL's BAT Cave
Post by: jacqulina on May 29, 2008, 01:22:16 AM
excellent buildings there lee &apls &apls
Title: Re: CAL's BAT Cave
Post by: callagrafx on May 29, 2008, 01:27:11 AM
Thanks Jac...here's some more progress, starting to add detail
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fnewbuild_6.jpg&hash=f3c4e2f48ba70fdc6bcae3c716b30963ff819caf)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fnewbuild_7.jpg&hash=d1f4b66603e8aebe11dd670fd2c287f87d074d1e)
Title: Re: CAL's BAT Cave
Post by: jayo on May 29, 2008, 03:58:01 AM
Your texturing skills are amazing-All i have to say is good luck on this one  ;)
Its gonna be great  $%Grinno$%
Title: Re: CAL's BAT Cave
Post by: callagrafx on May 29, 2008, 08:54:50 AM
Just a quickie update...added the front door  :thumbsup:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fnewbuild_9.jpg&hash=8e7f263e2c5e41aa15955eb570fae77cf5c83671)
Title: Re: CAL's BAT Cave
Post by: delija21 on May 29, 2008, 09:42:04 AM
this is just beautiful
Title: Re: CAL's BAT Cave
Post by: TheTeaCat on May 29, 2008, 09:49:59 AM
Simply stunning work from you again Lee &apls &apls

worth much more than this
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg337.imageshack.us%2Fimg337%2F7329%2Fimagescuppasw1.jpg&hash=efdacee2041023f74d752089f45ebd46f271b3c6)

As for the apartments - wow - perfect  :thumbsup:

:satisfied:
TTC
Title: Re: CAL's BAT Cave
Post by: Pat on May 29, 2008, 09:50:16 AM
Im soo speachless here Lee!!! :thumbsup:
Title: Re: CAL's BAT Cave
Post by: kimcar on May 29, 2008, 01:30:05 PM
Great work as always Lee  &apls &apls. you have a great talent  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: callagrafx on May 30, 2008, 12:54:18 AM
Thank you all...actually, 3DS Max does most of the work...such as the mullions on the glass frontage are actually a bump map rather than a model, and building texture is procedural.

Anyway, adding roof stuff...still some more to add, but you get the idea.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Froof_junk.jpg&hash=71a5143c2247813081ed2069d0aa404e1c8f3b7e)
Title: Re: CAL's BAT Cave
Post by: Alfred.Jones on May 30, 2008, 02:14:58 AM
That is insane!! $%Grinno$%
Title: Re: CAL's BAT Cave
Post by: Pat on May 30, 2008, 08:27:36 AM
Lee that is just sooo sexxie!!!!  ;D
Title: Re: CAL's BAT Cave
Post by: fantnet on May 30, 2008, 03:31:48 PM
Nice
Title: Re: CAL's BAT Cave
Post by: Yoder7652 on May 30, 2008, 03:57:31 PM
smart Lee....very smart &apls
Title: Re: CAL's BAT Cave
Post by: CasperVg on May 30, 2008, 11:31:42 PM
Very well done, I like it.
Title: Re: CAL's BAT Cave
Post by: mightygoose on May 30, 2008, 11:58:34 PM
looks cracking.
Title: Re: CAL's BAT Cave
Post by: callagrafx on May 31, 2008, 12:20:56 AM
Thank you for the kind comments.  Onto today's instalment and the model is 99% done.  I just need to add a large red cross on the elevator wall and a caduceus on the curved wall on the other side.

Have been working on the nightlights (using Gizmo's RGB values for a better night view) for this...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbsc_day.jpg&hash=780a1f9e0482a2fa0983a16c73e7423839cd9426)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbsc_day2.jpg&hash=0df212a38a3ee12d05116dbc3b094b3897329024)

I so love nightlibraries, they make it so much easier.  This has 8 physical lights and the rest is done with textures.
Title: Re: CAL's BAT Cave
Post by: cameron1991 on May 31, 2008, 12:23:10 AM
 :o
That looks awesome!
I can't wait for this to be released!
Title: Re: CAL's BAT Cave
Post by: SimFox on May 31, 2008, 02:31:59 AM
Looking good!

May I ask what are those RGB values?
Just looking at the reder here makes me think that it is too dark to fit into normal games night.

I have been using 128,128,170 instead of 191, particularly on lighter buildings it cuts that wile almost fluorescent purple that could be seen on almost white structures in the game.

I've been trying to approach Gizmo about his darker night mod. But have been rebuffed, rather harshly I must say... Anyway problem is that his mod works with standard night view masks - namely those covering just parts of buildings.That makes it incompatible with "truNite" export since there mask covers entire structure.
Looking at this render here I can see that it follows the same principles as "truNite". So there is tha issue exactly how dark should it be. Since once exported it would be set. and
unaffected by any mod or game itself.

BTW I think the helipad is way too small. it should be something like 18m in diameter. Your one is about half the size... Another thing that I thin ca still stand some improvement is the roof "texture" it looks a bit out of scale. I mean it looks like something far smaller then the size of the building would suggest. Also glass in day render looks a bit odd... More like some semiprecious stone, malachite or something along those lines... It looks positively glowing (did you applied small self-illumination to it and excluded it from overall lighting scheme?) glowing int eh shadow side of the building. I assume this is gonna be hospital... well what you see on it's glass is something from under electronic microscope? It would kind of be tong in a cheek fun...

I would suggest to you to try to use glare as well it will soften the bright/dark edges in the "interior", make it more realistic. But I'm glad to see this style night lighting slowly but surely spreading around! So my buildings wouldn't be alone  ()stsfd()
Title: Re: CAL's BAT Cave
Post by: TheTeaCat on May 31, 2008, 02:42:53 AM
wonderful  &apls &apls
I look forward to seeing this released  :thumbsup:

:satisfied:
TTC
Title: Re: CAL's BAT Cave
Post by: kimcar on May 31, 2008, 04:33:44 AM
 &apls &apls Just stunning . I`m happy that you still batting. Thanks :thumbsup:
Title: Re: CAL's BAT Cave
Post by: callagrafx on May 31, 2008, 02:23:15 PM
@Simfox: Gizmo gave the values here http://sc4devotion.com/forums/index.php?topic=2324.msg80021#msg80021

And something was bugging me about the roof and you hit the nail on the head, the heliport looked only big enough to land a toy helicopter...It was 12m rather than 18m...luckily it still fits onto the roof.  I'm not familiar with your Trunite technique, I simply used a bitmap to simulate lit interiors and used nightlibraries to do the swap...which as you say works on the whole building mask.  There was a self illumination to the daylight glass texture (forgot to reset it after night render) so again thanks for that.

Kimcar and Derry: Thanks...glad you like it  :thumbsup:

OK,finally finished the model...with the grateful input from my friends at BSC who are invaluable at spotting oddities. This will end up on a 6x5 LOT and I'll probably do custom base textures.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Ffinal_1.jpg&hash=531cbde92b5f0167dc79bf42c75bf5b8a08a0748)
Title: Re: CAL's BAT Cave
Post by: Schulmanator on May 31, 2008, 02:27:43 PM
I like the distinctive shape of the building. It would look great in game.  &apls
Title: Re: CAL's BAT Cave
Post by: sithlrd98 on May 31, 2008, 03:16:22 PM
I also like the shape  :thumbsup:...actually I like everything about it!  Not much else to say that already hasn't been!
Title: Re: CAL's BAT Cave
Post by: cameron1991 on May 31, 2008, 03:52:37 PM
That looks great!
Except that there doesn't appear to be an "I" in "Springs"  $%Grinno$%
Title: Re: CAL's BAT Cave
Post by: Pat Riot on May 31, 2008, 03:53:09 PM
Wow lee...this is stunning.  :thumbsup:

looks like some letters are missing from Bywater Springs? The detailing is spectacular, excellent roof junk, entrance, and i love the nightlights.
Title: Re: CAL's BAT Cave
Post by: Emperor Stormont on May 31, 2008, 04:02:43 PM
ooohhhhhh I like Cal....very nice indeed. Unique and a prime example of a modern medical building.
Title: Re: CAL's BAT Cave
Post by: nerdly_dood on May 31, 2008, 04:54:09 PM
We do indeed need some high-rise hospitals in SimCity, and I especially like your design.  Roanoke, VA is currently in the beginning stages of a major hospital expansion, and Memorial Hospital may in fact be the tallest building in town, but with Mill Mountain right behind it, it's hard to tell - the Wachovia Tower downtown doesn't have any mountains that close to it, so it looks much taller.  Good work, I hope you can finish this soon! &apls
Title: Re: CAL's BAT Cave
Post by: SimFox on June 01, 2008, 10:37:01 AM
I believe you have to check you lighting rig. You do have some odd and sever issues with shadows (red arrows), also check geometry pointed by blue arrow- there is something odd there as well

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi029.radikal.ru%2F0806%2Fac%2F5b1a89691eea.jpg&hash=4de5a3dd3238caceb67eb77fc69fd2c706f8f899)
Title: Re: CAL's BAT Cave
Post by: Pat on June 01, 2008, 01:09:36 PM
Lee besides the wee bit of stuff simfox pointed out damn that Hospital is looking real great!!!!  :thumbsup:
Title: Re: CAL's BAT Cave
Post by: FrankU on June 04, 2008, 07:06:10 AM
Yes indeed, the building is fantastic!

One remark though: the roof rubble looks like airco units and the such.
My guess is that every roof needs its own stuff, but in a hospital like this you can't get away with six airco units. You need at least a whole floor (usually the one beneath the roof) to put all the machinery.
But that's an architect's hobby.
Title: Re: CAL's BAT Cave
Post by: jacqulina on June 04, 2008, 07:35:52 AM
wonderfull hospital there lee much needed i think in this game  &apls &apls
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 27, 2008, 01:05:53 AM
Just to let you know, the Bywater Springs Center high capacity medical center is available for download

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbywater.jpg&hash=d75853d9f8f2b918aaad43105a33413297d5fd6a)

http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1676
Title: Re: CAL's BAT Cave
Post by: XiahouDun on June 27, 2008, 01:23:05 AM
You knew I was just looking for hospitals, didn't you? :D Great work, I'm definately going to make a hole for it in my capital city :thumbsup:
Title: Re: CAL's BAT Cave
Post by: Earth quake on June 27, 2008, 03:00:09 AM
Wow, impressive Hospital, I love, excellent work. Go on.
Title: Re: CAL's BAT Cave
Post by: Unassigned on June 27, 2008, 06:15:43 AM
I like your hospital, thank you for making it available. May I suggest you put its capacity in the readme and in the LEX teaser text? (SC4Tools says the patient capacity is 155625.)
Title: Re: CAL's BAT Cave
Post by: CasperVg on June 27, 2008, 07:34:50 AM
Is it possible that the prop family used for the random decorating of the 'random' 1x1 canal border piece, conflicts with some housing prop family? For me, if I plop that lot 5 times, about 2 of them are small houses.
Possibly, this question has already been asked, but if not; I'll get some pictures.
Title: Re: CAL's BAT Cave
Post by: callagrafx on June 27, 2008, 09:59:35 AM
Quote from: caspervg on June 27, 2008, 07:34:50 AM
Is it possible that the prop family used for the random decorating of the 'random' 1x1 canal border piece, conflicts with some housing prop family? For me, if I plop that lot 5 times, about 2 of them are small houses.
Possibly, this question has already been asked, but if not; I'll get some pictures.

I believe the houses belong to Glenni...Swamper77 kindly modded the canal family for me and used an ID from his personal range.  I'm not sure how the houses ended up with the same ID though.
Title: Re: CAL's BAT Cave
Post by: BarbyW on June 27, 2008, 10:09:30 AM
 &ops &ops &ops My fault &ops &ops I made a typo error in Glenni's MEGA Prop pack. It has been updated on the LEX so download the revised pack and all will be well.
Title: Re: CAL's BAT Cave
Post by: RippleJet on June 30, 2008, 10:47:25 PM
Quote from: Unassigned on June 27, 2008, 06:15:43 AM
(SC4Tools says the patient capacity is 155625.)

Just perfect for any skyscraper CAM city! :satisfied:

Thanks, Lee! I love this one! :)
Title: Re: CAL's BAT Cave
Post by: callagrafx on July 03, 2008, 03:47:51 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fdownloadnow.jpg&hash=08fd6f2ee1e0b3d04b94223ede9138606c14e66e)

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1685
Title: Re: CAL's BAT Cave
Post by: bat on July 05, 2008, 10:32:02 AM
The hospital is looking very good! Also the newest buildings!! Nice work on them, callagrafx! :thumbsup:
Title: Re: CAL's BAT Cave
Post by: Cire360 on March 05, 2012, 06:57:19 AM
I can't see the coverage area, am i missing something?  Applogies for resurecting the thread but would like to fix my problem.
Title: Re: CAL's BAT Cave
Post by: Rayden on March 05, 2012, 07:48:55 AM
Quote from: Cire360 on March 05, 2012, 06:57:19 AM
I can't see the coverage area, am i missing something?  Applogies for resurecting the thread but would like to fix my problem.
If the coverage radius it's bigger than the tile you're building, most likely you will not notice. I haven't seen yet the radius numbers of that lot, but being such a big hospital it wouldn't surprise me that the radius it's big enough to cover a large city tile and go beyond borders.
Title: Re: CAL's BAT Cave
Post by: rooker1 on March 05, 2012, 11:59:59 AM
An easy way to test that...
Zoom out so that you can see the entire tile, now go to the coverage screen that should show the radius of the hospital, now click on the hospital in question and lower the slider to less than half.  Can you now see the radius?

Robin ;)
Title: Re: CAL's BAT Cave
Post by: Cire360 on March 05, 2012, 03:16:59 PM
Thanks for the quick reply, I'am using the biggest part of the region and i can't see it even when i'm zoomed all the way out so it must have one heck of a coverage on it.
Title: Re: CAL's BAT Cave
Post by: chitown172 on February 03, 2017, 03:57:34 PM
Fist of all, thank you, awesome hospital. Cities need a high rise hospital like this.
I just seem to be having a problem with the ambulance coverage slider. It's at 0 and at first i thought ok it just covers the whole map for free but then after a few hours i checked health and all were still in the red. I'm using CAM and NAM. Could one of them or maybe another plugin be causing the issue? Thanks, and thank you again for a kickass looking building.
Title: Re: CAL's BAT Cave
Post by: vester on February 04, 2017, 01:43:01 AM
Please don't revive old inactive threads.
Its consider bad manners to do so.

Its been almost 5 years since last post.
Title: Re: CAL's BAT Cave
Post by: chitown172 on February 04, 2017, 10:52:48 AM
Apologies, am new to the forums. I'm desperate. Love this building: http://www.wiki.sc4devotion.com/index.php?title=Plugin:Bywater_Springs_Medical_Facility   and really want to use it in my cities and the only support thread link sends me here. The newest topic I've come across so far is from 2013. What else can i do?
Title: Re: CAL's BAT Cave
Post by: Andreas on February 04, 2017, 11:15:45 AM
I had a look at the lot file, and the property for the hospital coverage cost is missing indeed. I don't know if this is causing the phenomenon that you mentioned, but here's how to fix it:

First, bulldoze all instances of this lot in your cities and save them, then exit the game. Download and install PIM-X, then move everything out of your plugins folder temporarily (or rename it and create an empty "Plugins" folder), start PIM-X, pick the folder with the lot, and then click on "buildings" in the list on the left.

The hospital should show up in the list on the right, select it, and then have a look at the properties. Now do a right-click in this area and select "Recalculate properties as hospital" (or whatever it's called, I can't remember the exact words). PIM-X will ask for "filling degree", this is set to 0.5, meaning the building fills about 50% of the yellow box that is displayed in the lower left corner.

Personally, I'd say 0.5 is a bit high, maybe 0.3 is more accurate. Edit the value and click ok. PIM-X will open another tab with the lot file, ignore that, go back to the properties tab and click "save". Now exit PIM-X, start the game, plop the hospital and see if it shows proper values. Warning: Make absolutely sure to bulldoze all Bywater Springs lots in all cities before using the modified lot, otherwise, you might get the infamous "phantom slider bug".
Title: Re: CAL's BAT Cave
Post by: mgb204 on February 04, 2017, 02:16:25 PM
Quote from: chitown172 on February 04, 2017, 10:52:48 AM
Apologies, am new to the forums. I'm desperate...
...the only support thread link sends me here. The newest topic I've come across so far is from 2013. What else can i do?

I understand why you posted in this topic. But users come and go all the time, threads like this one become inactive. Frankly whether to post here or start a more general "please help" thread in the SC4 Support/Help (http://sc4devotion.com/forums/index.php?board=430.0) forum is not always the easiest decision. But when you come across a thread that is obviously dead (i.e. it's been a long time with no activity), a new thread is preferable. Because it prevents all the old inactive threads from being more visible on the forums. It's an organisation thing.

Quote from: Andreas on February 04, 2017, 11:15:45 AM
I had a look at the lot file, and the property for the hospital coverage cost is missing indeed...

Andreas is probably on the money about the fix, but I think we (SC4D) can do better... if the content is indeed broken, I'll see about fixing the file on the exchange. Since this is BSC content, it should be possible to obtain permission to do so. CAL is also sometimes around, albeit behind the scenes. So it won't necessarily be an instant fix, but I'll do my best to resolve the problem for all.
Title: Re: CAL's BAT Cave
Post by: mgb204 on February 04, 2017, 05:07:20 PM
So I've looked further into this file and honestly I can't see anything wrong with it.

The radius of the hospital is so large, even on the very edge of the city, you'll never see the boundary displayed. But it's there, watch the green circle emanating from the core when plopping it.

The lot doesn't have a cost for the Ambulances/Radius, but so far as I can see, it doesn't need it. Adding one certainly doesn't make it work better.

Remember, plopping a hospital doesn't make all your sims hale and hearty overnight. Like with any other action, it can be a very long time before you see sims with better health in the city. I tried a number of tests, in each one the hospital was working. In a blank city, it took almost 50 years before sim's health started to turn from red to red/yellow on their way to green. In existing cities, replacing existing hospitals with this lot did not have negative affects.

It's also worth noting, the way the game works, if you plop one hospital in a big city, it won't be as effective as having multiple hospitals/clinics. There is a property that works to boost the effectiveness of healthcare (and education, police, fire etc) when you have multiple such lots placed in a city.

In many ways, you could consider the modding used as a sort of "cheat" lot. It's cheaper than the Maxis Clinic, but many times more effective and covers an entire city. That doesn't mean the modding is bad, but it may not suit your play-style, so like with all content, perhaps not for everyone. As per Andreas' instructions, if you feel the need, mod it with PIM-X to alter the stats.
Title: Re: CAL's BAT Cave
Post by: chitown172 on February 06, 2017, 10:28:39 AM
Thank you both so much for the help, I'll test it again and let you know the results. If it's still not working correctly then I'll try PIM-X.
Title: Re: CAL's BAT Cave
Post by: Themistokles on February 06, 2017, 11:57:10 AM
Quote from: mgb204 on February 04, 2017, 02:16:25 PM
Quote from: chitown172 on February 04, 2017, 10:52:48 AM
Apologies, am new to the forums. I'm desperate...
...the only support thread link sends me here. The newest topic I've come across so far is from 2013. What else can i do?

I understand why you posted in this topic. But users come and go all the time, threads like this one become inactive. Frankly whether to post here or start a more general "please help" thread in the SC4 Support/Help (http://sc4devotion.com/forums/index.php?board=430.0) forum is not always the easiest decision. But when you come across a thread that is obviously dead (i.e. it's been a long time with no activity), a new thread is preferable. Because it prevents all the old inactive threads from being more visible on the forums. It's an organisation thing.

I know I'm also in the wrong thread about this... but I looked in here quickly today and this is probably the most respectful and warm way imaginable to instruct an inexperienced user about our dialect of forum etiquette. It should serve as an example for all of us and I think you deserve a +1 for it.

Friendliness to newcomers is a virtue.
Title: Re: CAL's BAT Cave
Post by: APSMS on February 06, 2017, 12:11:22 PM
Quote from: Themistokles on February 06, 2017, 11:57:10 AM
I know I'm also in the wrong thread about this... but I looked in here quickly today and this is probably the most respectful and warm way imaginable to instruct an inexperienced user about our dialect of forum etiquette. It should serve as an example for all of us and I think you deserve a +1 for it.

Friendliness to newcomers is a virtue.
Sorted.
Title: Re: CAL's BAT Cave
Post by: callagrafx on March 07, 2017, 07:50:56 AM
Quote from: mgb204 on February 04, 2017, 02:16:25 PM
Andreas is probably on the money about the fix, but I think we (SC4D) can do better... if the content is indeed broken, I'll see about fixing the file on the exchange. Since this is BSC content, it should be possible to obtain permission to do so. CAL is also sometimes around, albeit behind the scenes. So it won't necessarily be an instant fix, but I'll do my best to resolve the problem for all.

Sorry, been a while since I've popped my head in... RL and all that. To be frank I never understood the mechanics of these, I just made them look pretty.  My partner in crime was the wonderful Barbyw, who we lost some time ago, but she's still in my thoughts a lot of the time.  Please feel free to fix anything you need to make these assets work properly for you, and that goes for all my works.  And I suppose it's time to hand custody of them all over to SC4Devotion (not that I'm passing the buck or anything  :D :D :D).  They're now officially the property of the site and the admins and mods may do with them whatever they wish.  I wish I had time to do more, but in all honesty the urge to do more died when Barby did, it just wouldn't be the same without her. 
Title: Re: CAL's BAT Cave
Post by: mgb204 on March 07, 2017, 08:45:07 AM
What a pleasant surprise to see you dropping in here, even if just briefly. Being a newcomer I never really knew Barby, but it's clear that she left quite the legacy, one that makes her shoes very hard for anyone to fill in her absence.

However I mostly just wanted to say thanks for giving back your works to the community. Such selfless actions really do make a difference as the game gets older, ensuring great content is kept alive for the future, as such take some applause.  &apls

In case you didn't catch my follow up post, in the end having done some pretty thorough testing, I am confident there was nothing actually wrong with the hospital. So no worries on that front specifically.

Thanks for all your great works, I'm sure many people will find them useful and appealing long into the future. One of the highlights for me is your wonderful re-working of SG's canal set, possibly the nicest canals in the history of SC4. Not that I would look to pressure you, but if you ever do feel the urge to make some new models, I'd be willing to handle the rest of the modding/lotting for you. I'm a big fan of your work and can simply never get enough UK themed content.