I'm back, and I'm BATing once again. First up .. the LA River Project.
I did some updates on the ditches (pictured below) and have uploaded then on the STEX and the PLEX.
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Those look pretty good. There's almost too much water in them for LA (kidding of course, but then again, I live near the Santa Ana river which is fairly dry when you get away from the coast). I'll see if I can get some more details on the project, but have you considered a dry version (or transition to)? I'll look forward to seeing what else you come up with.
Once I get the base set done (Ditches and Rivers, Dirty Version) I plan to do a clean version, as well as empty, and full versions, of both. I'll, also, eventually do diagonals, but they are headaches, so may be a while.
Also on the table is a modular set for building storage centers.
Come on Reba!!! Make it fill and empty with the seasons!! ;)
SC4BOY .. I am considering that, but word is that so many timed props can really slow down your game. Once I get the basic set done, add-ons will be much easier.
Don't pressure her! I think the set's fine the way they are. I read an article in Architecture Digest that about thirty miles of the LA River are going to be redone. They'll be terraced, with trees and parklands beside them on either side. The concept photo lloked good. Almost like the Riverwalk in San Antonio. You take however long you need to create the maxmum quality of your work. ;)
Thank you Leo.
When you see a message by me with a WINK ;) after it, trust me.. I'm not serious
Nice work Reb!
You are very welcome. When I saw the concept photo, I realized it was a fantasy. I mean, the water was actually blue. And no way it could have been LA. People weren't smoking, they were all smiling, and everyone was dressed properly even though the background was Compton. Continue your great work with pride, and with the knowledge that you are making possibly thousands of people happy and more willing to play the game. :thumbsup:
Quote from: SC4BOY on January 01, 2008, 04:48:11 PM
When you see a message by me with a WINK ;) after it, trust me.. I'm not serious
Nice work Reb!
I'll remember that ;)
Quote from: TopCliff on January 01, 2008, 04:53:12 PM
I mean, the water was actually blue.
The water is still blue in much of the river.
Anyway, good luck with this project!
This project is far from finished ... but the base set is almost ready .. look for it next week end.
The LA River Base set has now been posted at Simtropolis, and SimPeg .. enjoy!
The base set looks good. I'll have to give it a try.
I had a problem with a few of your installers, in that they created the the SimCity/Plugins/RLM/ even when I point it to my plugins folder, or desktop, just to see what was in the file. In the Clickteam Install Creator, if you point the Install Path to #MyDocuments#\SimCity 4\Plugins\RLM
that should put everything in the right place, without any errors by the end users.
Great job with the LA River Project so far, can't wait to use these in a city.
xxdita: I know I had some problems with installers early on, but they should be corrected now. Some of the old ones may need to be updated, and I will be doing that as I update the lots. If you have any trouble with recently updated lots, please let me know.
Modular Storage System
As you may know, I Batted a few Storage Center Lots (which need to be upgraded a bit) in my early days of BATing, Now I am working on a Modular Storage System (MSS), and wanted to show off some of my work.
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Thats Loooking real sweeeeet Becca!!! I remember and still have todate PODS growing in my city lol..... Cant wait to play with MSS
Looks nice. You've done a nice job of carving a niche for yourself.. :)
Thank you both. I plan to revamp the PODS, I am not happy with the texture.
MSS Update
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Some grime might be nice on the walls/roofs of these, and atm the yellowy texture is way too bright. The BATs look good though and I can see them being useful.
Fred
I was thinking of doing a new version and a weathered version. I do agree that the beige needs to be toned down though. For some reason, the colors always come out brighter when rendered.
If I can get timed props to work right, I might even make them so they look new when ploped and slowly get worn looking after a few years.
MSS Update
One of the optional Offices, there will be three types.
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MSS Texture Update
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looks great but I suggest you to change the roof texture to let say a laminate one ;)
I think that texture goes way overboard.. making it look like a model, not real.. like a kids plastic toy.. course that's just one man's opinion..
They look a lot better close up, I might be able to do some more work to them ... however, anyone good at making textures that wants to help .. please feel free.
becca I think the MSS is looking better and better IMHO...
I tweeked the textures a bit more .... better?
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Hello Reba - how are you doing your textures? Do you have a paint program like Photoshop or Paint Shop? Are you surfing the internet looking for textures and applying them directly to the model?
Quote from: jmyers2043 on January 22, 2008, 01:01:26 PM
Hello Reba - how are you doing your textures? Do you have a paint program like Photoshop or Paint Shop? Are you surfing the internet looking for textures and applying them directly to the model?
I have Paint Shop Pro 6 (very old I know), and I generally try to find a texture I like and build a new one based on it. I am not an artist, and do the best I can, and would welcome any help. Also, any helpful comments are also welcome. Some explanation might help as well (not sure what saturation is).
This is what it would look like if you lowered the saturation
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Your picture did not show up. How much should I lower it?
I'm sure someone will give you a better answer than I can, but basically saturation is the "amount" of a color that is added to an RGB number (red/green/blue). All colors are made of those three and the color is represented as a number such as (255,0,0) a very saturated red.. while (75, 0, 0) would still be red but far less saturated. Yellow is of course a blue/green mixture... for example (0,150,150). If you do a bit of googling (or even look at your Paint Shop docs) I expect you will "come up to speed" rather quickly. I'm afraid I can't help much as to how to apply this to textures.. :-[
I would say between 12-15, I did it in photoshop so I don't know if the measurements are the same in PSP
QuoteI have Paint Shop Pro 6 (very old I know),
Excellent. I have Paint Shop X2 ... the important thing is that you can do layering and other basic things. Ok - so you say you don't have an art background. So what?! I work for a TV station and I fix the equipment when it breaks down. My background is technical and not art so we are in the same boat. But I know what I like and just keep plugging away until I am satisfied.
So ... how can I help?
Quote from: jmyers2043 on January 22, 2008, 02:24:21 PM
Excellent. I have Paint Shop X2 ... the important thing is that you can do layering and other basic things. Ok - so you say you don't have an art background. So what?! I work for a TV station and I fix the equipment when it breaks down. My background is technical and not art so we are in the same boat. But I know what I like and just keep plugging away until I am satisfied.
So ... how can I help?
One thing I know, is i will never be able to please everyone. I am hoping to be able to have several color variations as well as style variations, which should help. Once I get the models designed, making variations ahould not be hard at all.
What I need is a set of texture squares (256 x 256). One for the roof, one for the walls, one for the doors, and a long texture (256 x 64) for the supports and ridges. As long as I have the basic set, i can create what I need from there.
Haha.. don't let us get you down Bec.. we're gonna whine no matter what you do... Just stick by your guns, listen to what folks say, then "do your thing" .. :) My taste goes to things realistically modeled in terms of dirt.. and of course that depends on where you might find it, what kind of people might run it, how much money is available for upkeep based on projected income that might be generated.. etc etc...
I will say that those lots are GENERALLY fairly well kept (who's gonna pay money for a pile of *rap?) so certainly I don't think it needs to be "grungy".. but just normal rain, snow, sun etc kind of sways away from "shiney new"...
I agree ... and while everyone is crying over the textures .. I am still trying to get all the pieces BATTed :)
Still have 2 Office types to do, and the fencing, but I'll get there. Personally, I don't really care what color they turn out being, and I am willing to entertain color requests (if you send me the textures).
NOTE: MSS is on hold. I am Revamping the LA RIver Project. Be ready for the all new and much improved version to hit store shelves in by Feb 10th (My Birthday)!
Becca you are too terrible.... Darn nabit I was hoping to have the MSS by the 9th my birthday but ohhh well siiiigh, I'll take the late B-Day gift of the new LAR
Pat: If I can manage both, I will.
LAR - River
First look at the new stuff. The water is now transparent, you can see the river bed beneath, and the items floating in the river will be in propfamilies, and be a lot more varied. Plus You will be able to see a preview of each piece when ploping it, no more guessing which way it goes.
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Throw more crap in the sides of flow, because if these are actual LA River-pieces, we can assume that water's flow hasn't always been the same. Now it looks like a stripe in white background. Otherwise excellent job!
Remember, these are only the BAT models for the main pieces, once they are on the lots, they will look a lot dirtier :)
Hi, I really like this project and I think it's a great addition for the game! :thumbsup: I have a small suggestion to make you last BAT of the LAR more realistic. Maybe you can make the sides of the water stream less straight as water never flows in a straight line, even not on slopes. This picture shows a bit what I mean:
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:)
Hi, RebaLynnTS ...
One word - GREAT work ...
(and I think tag_one have right mind with line of water stream)
Good Luck ...
I'll see what I can do.
It's not a big change, but I think it helps a lot.
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Looks better! Can you do something with the downpour texture in a similar manner?
Quote from: xxdita on January 24, 2008, 07:30:56 AM
Looks better! Can you do something with the downpour texture in a similar manner?
I was thinking about that myself, and I do have an idea.
For now, here is an update on the MSS.
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Very nice. I really like your work.
CB: Thank you, I like yours as well.
xxdita: how's this one?
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It's looking better and better each time.
&apls
Robin :thumbsup:
I like it. LOL the closest I've been to seeing them myself is the car race in Grease, but that's a lot closer! :D
Nicely improved!
Becca wow that is looking real sweet!!!
Becca
Very nice work you are doing here :thumbsup:.
I like the many improvements that appear in each of your posts.
Whats nice is that you are taking the constructive and encouraging comments to heart,
and it shows just how it all helps.
the new textures on the MSS look almost perfect.
and the improvements to the water are much much better :thumbsup:
I look forward to seeing how you progress ;)
:satisfied:
TTC
I think the only thing the MSS lacks is some grime, and dirt, and I have an idea on how to to that so it won't look the same on every piece.
I am now happy with the LAR, and will start rendering it, a little at a time. Going to make sure each piece is just right.
Nice work bec.. better be careful or you'll get promoted! ;)
Looks much more realistic now :thumbsup:
I'm a big lover of concrete storm drains and I'm very glad you're making these :)
I already have plans for 308 LAR (River) pieces, and then there is also the Ditch and Stream sets I plan on doing.
Now, about the MSS .. would diagonal pieces be useful?
I think that's up to you. This is one case where I don't think missing diagonal pieces is much of a big deal.. just IMO.. Most things I like diagonals, but truly I've never seen one of those that was diagonal.
Only reason I thought about it, was there is a place here in Atlanta, that has them :)
QuoteI think the only thing the MSS lacks is some grime, and dirt, and I have an idea on how to to that so
How to make grime? Well, you can always spend a lot of time searching the internet for a picture of some metal that has grime on it or you can make your own using Paint Shop.
The picture below
upper left is a picture of some metal siding. I got it from a web site that sells metal siding. I added a 20% gradient to it. This means that the lower part of the wall is slightly darker than the upper part. See the RGB values (red,green,blue) of the metal? R=203,G=191, and B=255. Those are the three primary colors. These RGB values will have lower numbers near the bottom of the image. My rule of thumb about gradients is that 'less is more'. I want the casual player to preceive something is there but I don't want to smack them between the eyes with my gradient either. By the way - I put gradients on almost everything. Including brick but I digress.
Step one - prep work
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The
upper right image is a picture that I grabbed from a model rail road site. It is suppose be a material used to make rail way water towers. I like all the streaks. And I guess you are looking from grime that appears to be like dirt splashed up from the ground after some rain. So ...
lower image I copied and pasted a small section of the texture, turned it upside down, used the eraser tool to get rid of all the ribs, then applied a wind distortion affect to it to blend or smooth it out a bit. I now have the two images needed to make a metal wall with grime.
Step Two - layers
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The next thing to do is to layer the grime over the siding. I know Paint Shop 6 can do this. I can't give you the exact 'clicks' because I have Paint Shop X. You may have to F1 for help. Basically you highlight the grime picture, and click edit, then copy. Then you highlight the siding picture and click edit, then paste. The grime will now be superimposed over the top of the siding. To the right hand side of the picture you see (1) the base layer of metal (2) the grime layer (3) and the blend tool. Grab the blend tool slider move it back and forth until you have the desired affect. You can see that I selected 'burn' and layered it over the siding at 30% opacity. This is the part that is truely trial and error. You'll know what you want but will sometimes have to fiddle until you get it right. No art degree needed just some practice makes perfect.
Good Luck.
Jim
Thank you very much. I plan on doing 2 seperate versions, one that looks new, and one that looks weathered. If I can figure out how to do it, I might just include a patch that converts from new to weathered. If I am right it should be a simple matter of having a patch with different model numbers.
Anyway, this information will prove very useful.
MSS - Biege and Red - New:
Still need a few props on the lots, and some fence lots, but getting closer.
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Daaaaaaaaaaaaaaaum Becca that is looking real sweet!!!
Here is an update on the LAR ... Darkened textures. Still need to add some details, but you get the idea.
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The MSS models are really coming along. With props (fences, cars, etc) the lot should really come alive. The LAR looks pretty good too. A little river junk should do nicely there, but I'm sure you've already planned something out. Good work so far on all of it.
The LAR is looking good! Don't forget that people also park their boats, RV's, and other vehicles at storage centers as well, so some of that would finish off the lot nicely.
I have a question about LAR. Since the NAM is designed to work at 15 meters, I was considering, redesigning the LAR to work at that depth as well, any thoughts?
I'd go weith what looks "real" or looks good.. be nice if it matched some standard "digger lot" depth, but there are many to choose from.. just make it clear in the instructions.
Sweeeeeeeeeeeet Nibbblets there Becca that is sooo much wonderful with the darken textures and the water seems alot better as well!!!
OK, keeping the 12 meter depth (which is the one for the ground highway digger).
A new photo of the LAR with NAM support.
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Now that is cool. It look like a very clean transition with the NAM pieces and that slight hump is dead on with some of the bridges around the Santa Ana River near me.
Threestooges: Thank you very much.
I have added some trash ...
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MSS Update:
Not only can your SIMs store their stuff, but you can say anything you like :)
(I know, too many light posts, going to fix that)
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If you don't mind my two cents, I have some suggestions.
I have one of these by my house and my brother stores some of his stuff there now.
The one we go to has an office in the front with only about four parking spaces, I think this is because you are aloud to drive your vehicle in and around the lot. I would also suggest adding more parked items. Maybe some timed trucks to make the illusion of people moving thier stuff in and out.
Just some ideas.
Robin ;)
Thank you Robin ... Just to let you know. I did three different types of offices, so you can mix and match. I'm still working on more small props for the set, and want to include a lot with rental trucks, as well as timed trucks.
I've been reading up on timed props, but can't seem to get them to work right, but I am sure I'll get it sooner or later.
(Each parking lot is a seperate lot, so you can mix and match those too.)
Please keep up the comments. I want these to be right when I release them.
Becca you are truely magnificant here WOW!!! LAR is looking real dirty lol bad bun.... The MSS is coming along real sweet IMHO... Cant wait to see what you do next!!!
Thank you ver much Pat.
LAR Update .... is that graffiti?
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This is just a test to see if I could get it to work, now I need to improve them.
The grafitti adds some life to the project.
With the storage center, most of the ones I've seen have the office between the gate, for new customers. And they always drive golf carts around the lots. Has anybody made UHaul props or automata yet?
LAR Update:
A little work on the graffiti, coments?
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It looks great. If you search the STEX 3d models section you'll find a model of a bum posted by glenni, I think he/she/it would look great down there with all the sludge/trash/etc.
Thanks, I thought I saw that before, I'll go get it. Any other ideas, are also welcome.
Add more different carbage for different pieces, now it looks repeated repeated repeated. But otherwise good work.
More garbage? ... ok you asked for it. :)
Right now all the garbage is lumped into one prop family, but might be more effective if I divided it up into groups. I'll give that a try, and see how it goes. I do plan to add other things to the mix as well. Lots of rocks, lumps of cement, tires, and any thing else I can make or find. I am trying to limit the number of dependencies (right now it is zero), but I may have to use one or two other files.
Since the dependencies wouldn't be required for the LAR to work, or to see the main pieces, you can always label them in your ReadMe as optional.
The new graffiti looks even better. And since you have the props in families, they should show up randomly each time the piece is plopped, so I wouldn't worry too much about that. I'm guessing the actual LAR Pieces would be in families as well? For different graffiti on each plop?
The graffiti looks like it sits right on top of the grime. Perhaps you could make some pieces of graffiti look older, with some grime on top of the spray paint. Otherwise, it looks great.
As for the garbage, maybe you could take a look at the Maxis props?
getting too junky for me.. but hey i'm a neat guy... what can i say? :)
Quote from: xxdita on February 03, 2008, 06:49:17 PM
Since the dependencies wouldn't be required for the LAR to work, or to see the main pieces, you can always label them in your ReadMe as optional.
The new graffiti looks even better. And since you have the props in families, they should show up randomly each time the piece is plopped, so I wouldn't worry too much about that. I'm guessing the actual LAR Pieces would be in families as well? For different graffiti on each plop?
Actually, the graffiti is a seperate prop family that overlays the main pieces, and blends in with them. It was not easy to get it to work, but I am getting close to haveing something I like a lot. True about the dependencies.
Quote from: Shadow Assassin on February 03, 2008, 07:01:18 PM
The graffiti looks like it sits right on top of the grime. Perhaps you could make some pieces of graffiti look older, with some grime on top of the spray paint. Otherwise, it looks great.
As for the garbage, maybe you could take a look at the Maxis props?
Yesh, I am still working a bit on the graffiti, and want to add more variety as well. Once I get it just right, I will be able to overlay multiple pieces on top of each other, so you could have layers of them :)
I'm not sure how to add Maxis props to my prop familes .. can you help with that?
Quote from: SC4BOY on February 03, 2008, 08:36:07 PM
getting too junky for me.. but hey i'm a neat guy... what can i say? :)
I thought of that :) The way I am implimenting it, you'll be able to simply pull out prop dats to have less junk. The only one that will have to be there is called invisible props, to avoid the brown boxes. Even the graffiti will be optional.
Would it be possible to have it be somewhat wealth dependant? Say, the more trashed versions in the slums, and a cleaner version in higher wealth areas?
You think wealthy people have cleaner drains?
Looking great their Becca
Joe
Joe, thank you very much.
Dita, That's a cool idea, but I do not know how to do it at present. If I can't get it done for this release, then I'll keep it in mind for a future update.
Probably it would have to be built with that in mind, using the clean LAR in the higher wealth areas, and the dirty version in industrial and slum areas. Do you have a version that's somewhere in between?
Oh, and I found RippleJet's Tut for Occupant Groups with the Maxis automata if you want UHauls spawned by the Storage Centers.
0x421B U-Haul Leader
0x421C U-Haul Trailer
oops, forgot one
0x4206 Moving Van
It probably would not be hard to make a version that is a mix of clean and dirty. Right now each river piece is a single prop, however I am thinking of splitting them in two, one will be the water base, and the other will be the slope. This will allow me to mix and match things in a whole new way. My biggest problem was custom LODS, but I have that undercontrol now. Also, having figured out how offset rendering works, has made things work better as well. (Learning a lot from Pegasus).
LAR Update:
Getting close to being finished. I've dirtied the graffiti so it looks like it has been there a while. Added a few new pieces of junk, and fixed some of the problems with the water color. I still have a few more odds and ends to attend to, but here is wwhat I have so far.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FLA%2520River%2FRLM_LARiver_v33.jpg&hash=1a1eb772b50f03a8bfea0c17eca0d83c96f8d1a9)
Becca WOW Just fantastic there.... Lovin the LAR!!!
Quote from: RebaLynnTS on February 06, 2008, 07:45:53 AM
LAR Update:
Getting close to being finished. I've dirtied the graffiti so it looks like it has been there a while. Added a few new pieces of junk, and fixed some of the problems with the water color. I still have a few more odds and ends to attend to, but here is wwhat I have so far.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FLA%2520River%2FRLM_LARiver_v33.jpg&hash=1a1eb772b50f03a8bfea0c17eca0d83c96f8d1a9)
WOW, simply amazing.
Reminds me of home when I lived in Los Angeles (LOL). I like the graffitti though it might be just a tad bit too worn looking. I think depending on how many pieces of graffiti you include and where it is etc, then perhaps having one that is more "fresh" might be a nice visual treat. Just my opinion. The dirt is great on the cement looks very much like the old water channels when I lived over there in LA. Nice and gritty.
Very very nice. If I tried something like this I'd have to run out of the room screaming from the angles.
Tell you what, I'll show you how I did the angles (a bit later). The method I used works great for any solid wall, but not so well when you have openings for windows and doors.
Wonderful work Becca! :thumbsup: It looks really great. The colors of the graffiti and the concrete are very nice and realistic :)
Tag .. Thank you. I should have an updated photo of the new ditches soon.
Hello Becca and glad to see you so active :thumbsup:
I have been looking at you canal lot, and I have some suggestions that I hope may help to improve the overall look of it ;)
The water coming from the walls looks odd. I understand it is difficult to make a realistic water texture, but perhaps you could work a bit more with the material ?¿. Make it slightly transparent ... make the water colour more similar to the canal one... I dont know ::) ... just some quick ideas... I think the walls and details (culverts and so) are excellent, but this water does not fit with them &mmm
The trash props you created are good models, but the textures look too new to be trash.... ;) .... I mean, you should make look all those props like if they were older, dirty and broken... just for the sake of realism... ;D
I am sure you can get it done in a blink ;)
The reason the water looks darker on the slopes is because the back ground texture is darker. I have not finished those three pieces yet, and should be able to fix them soon. One thing I want to do is have them in families, so they can have water flowing, or not.
I've been concentraing most of my efforts getting the river pieces right, so have not worked on the trash textures just yet, but I will do that soon.
After thinking about it, I am going to have two versions of the sewer outlet lots, one with running water, one with out. Then you can use which ever. (And before anyone asks again lol, Yes I am doing a dry version.)
Are you doing a Dry version there Becca? $%Grinno$% ::) :D ;D
OK sorry I couldnt resist that one, Im glad you are doing that with and without water versions....
I know what your thinking ... where's those pictures you promised?
Well, I want everything to be just right first, so it is taking a little longer than expected.
LAR Update:
Shallow Ditches, first look.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FLA%2520River%2FRLMDitch01.jpg&hash=fe35f0a2a63dbdcc373f17d99f31a913fd7bc2ab)
he Rebecca,
right now it looks like a dirt texture to me. perhaps fiddle with some shadow or smth?
(dont get upset, just being honest)
being a first look, i know this'll be good
There is not really anything else I can do with it. It is supposed to be muddy water. You will most likely like the clean water version a lot better, so just be patient :)
Also, the props might help a bit too, when I add them.
Becca I really like the update here!! I think its falling in right perfect....
Thank you Pat. I am close to a first release.
Here is a second look at the ditches (along with the river), Including the transition piece.
I already fixed the giant sized man-hole cover. Should have seen my jaw drop when I realized a semi could drive through the first one :)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FLA%2520River%2FRLMDitch02.jpg&hash=1f6ca074b1a8d55645f1f9bf3041b003ad12ad34)
You are doing an excellent work here :thumbsup: but i think the "repetitive" texture at bottom should be change to another one, maybe for a concrete one. As for the water try an alpha texture for to make it randomly (your looks soo straight) and maybe remove the trash or use try plopping some jeronij trash (here (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=64)), i dont know but somehow looks soo repetitive. ;)
I think the real problem with the trash is, that it is too bright, which I am working on now.
I have not learned how to do alpha textures yet, so not sure how that would work, and the botom texture is a concrete texture.
The only pieces that tend to have a repetitive look to them are the straight pieces, as there is generally a lot of them. I have divided them in two parts, and will be putting slight variations in prop families, so they don't repeat so badly. Not sure if I am going to do it in the first release, but I'll think about it.
Last night I thought of a way to make the water more random (A way I know how to do), however, these pieces are designed for the water to flow through a small canal in the center of the piece, and that is why they are so straight. I have several more pieces to add to the set (I have about 45 designs, not including the diagonal pieces), and think you will agree that they will allow for a far greater variety once I begin to show them off. So please, just bare with me.
This will no doubt be the biggest water way system ever designed for SC4.
LAR Update:
I've added the access stairs to the first release.
I know what you all are thinking ... there's a lot less junk in the rivers.
There are going to be several files that control how much junk appears in the rivers, so you can have more or less junk. Make them as trashy, or as neat as you like.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FLA%2520River%2FRLM_LARiver_v34.jpg&hash=ef0237198c552292c22050d6cc2c5894082265b4)
Becca the LAR keeps getting better and better looking each and every update......
I think the level of trash you have showing as of your last pic looks pretty close to the real thing; but it's also good to know that there will be options for the user too. The graffiti looks good now that it has been 'aged' into the wall. Went for a bike ride the other day along the Santa Ana river down here in Costa Mesa and, while the walls aren't so dark, some parts look fairly similar to that. This continues to improve with each update.
Once I have it all complete (Hopfully soon) the user will have a lot of control over the junk and the graffiti (and plants). I am a big believer in options :)
I know CAL and Jeronij can make that sparkly realistic looking water with MAX
maybe you could request they could render yours like that?
What, my muddy water don't look real enough? :)
Seriously though, the clean water version will be even better, and I still have the dry version to do. I've played with the water texture for 2 years. I want to get this off my bench so I can do other stuff :)
If I can come up with something even better, then I will do an update later on, promise.
Becca dont worry you are doing a great job on the LAR and I will take it anyway I can get it....
Thank you Pat. I know I can't please everyone, so all I am going to do, is the best I can do. I listen to the comments, and use those that I can. Some get filed for future use, and some get discarded, but I do read them all.
good.... btw how is the progress on MSS?
MSS is on temporary hold while I finish up some final touches on LAR. Though, I have worked a bit on it, with some slightly darker colors for the red, and some dirty textures for the roof and walls.
Here are some nice pretty icons for the ugly rivers :)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FLA%2520River%2FLAR01.jpg&hash=5c14dfbe718b7e0025a61663ba6f3df905abd4b1)
Nice icons (though I find the fish a bit funny considering the project's namesake). Looks like it'll be a fairly expansive set (no surprise though).
Becca that is awesome news i cant wait to see the progress on MSS when you get to it.... Love the Icons for LARs and I agree with matt said its kinda funnie considering the fishie of it lol
Well, the fish won't be so ironic when I start doing the clean rivers, dams, and reservoirs.
Hehe. funny icons! And by the way, if you need textures, this (http://www.cgtextures.com/) site is just brilliant! It has helped me alot at finding graffiti, windows, brick, concrete, animal and road textures! ;D
Even fish textures :D
Hopefully you'll include pics of what each icon is for in the ReadMe? An MML might help too I think...
Quote from: Glenni on February 13, 2008, 05:58:26 AM
Hehe. funny icons! And by the way, if you need textures, this (http://www.cgtextures.com/) site is just brilliant! It has helped me alot at finding graffiti, windows, brick, concrete, animal and road textures! ;D
Even fish textures :D
Thank you very much.
Quote from: xxdita on February 13, 2008, 06:00:31 AM
Hopefully you'll include pics of what each icon is for in the ReadMe? An MML might help too I think...
I will indeed. An MML will be included (several in fact). Not sure if you know or not, but all my readme's will be online from now on.
I can help with the installer when you're ready.
Quote from: xxdita on February 13, 2008, 06:07:27 AM
I can help with the installer when you're ready.
Thanks for the offer, but I got it figured out now. I just had not considered that some folks might want to use their own folder structure, and will compensate for that.
I am also going to include a cleanitol file :)
for what exactly?
for the old LAR? just curious :thumbsup:
well Rebecca, i really admire you ;), i know i cant push myself to that! &cry2
Quote from: Meastro444 on February 13, 2008, 11:15:16 AM
for what exactly?
for the old LAR? just curious :thumbsup:
well Rebecca, i really admire you ;), i know i cant push myself to that! &cry2
Yes, as the old LAR and the New one are not compatible.
Here they are, the final, pre-release photos
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FLA%2520River%2FLAR-D01.jpg&hash=8a904580efff1d98384fea1887263fba736c380d)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FLA%2520River%2FLAR-D02.jpg&hash=48bdce13af7f0696c8d3707f0f298fa357f3785a)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FLA%2520River%2FLAR-R01.jpg&hash=a6240d5a0a3d9d8b0ce898e2369f7e7948e3a82d)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FLA%2520River%2FLAR-R02.jpg&hash=8871a4dadb215544afe3b5a5a0f84b41bff94708)
Im speachless here Becca WOW!!!!!! I cant wait to get these bad boys........
Working on the MML's and tutorial now, should be able to get these posted very soon (Maybe tomorrow).
The Rivers and Ditches are now on the STEX.
()what() ()what() ()what() OK Im confussededed
NB: Im no longer Confussededed at all hehehehe Becca Just wonderful stuff on the STEX!!!!
Becca started this @ ST, published the shallow ditches, and then disappeared. This year she came back out of hiding at SimPeg.com. The stuff she has been showing off, besides the revamped Shallow ditches, are not available atm.
Becca I assume this is all correct?
Well you are not correct at all shardz im sorry to say if you would have checked the STEX LAR is on there as of 7:27 pm cst [linkie] (http://www.simtropolis.com/stex/index.cfm?id=19370) and also at 8:03 pm cst [linkie] (http://www.simtropolis.com/stex/index.cfm?id=19371).... When I said I was confussededed I was at work and they wasnt on the STEX at that time and I think Becca was saving that space to announce here that they are now on the STEX......
Opps I meant the are NOW on the STEX, but some how typed "not" .. I corrected it, so that problem is gone.
It is true that I was gone for nearly 2 years, due to health problems. But I am now back with a vengence :)
And, yes the old ditches and rivers are locked up tight, and been replaced with the new and improved version 2.
NEXT: MSS!!! Watch this space.
Downloaded & installed. Hope to get a chance to play around with it this weekend.
Quote from: xxdita on February 15, 2008, 06:08:02 AM
Downloaded & installed. Hope to get a chance to play around with it this weekend.
:)
MSS Update:
I've desaturated the red some more, but it is still a nice color of red, so I am happy with it.
Comments?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS12.jpg&hash=b19f815962feaf2db253349f987fbb566eeb94c5)
Looks sharper now. A very nice red.
Currently I am working on some badly needed props.
MSS Props:
Here are a few popup campers.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS13.jpg&hash=b1254fbaaf5de32bc7e67c11a0a3fbc98d345204)
MSS Update:
Aged textures.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS14.jpg&hash=8ad828ce455e597bed89d725e1aaba704b8685ef)
Becca just stunning details and props..... Im glad you are back and with the vengence's!!! If you dont mind me asking what happend?
Had heart problems, meds have them under control now.
goood to know the ticker is managed now.... Im still glad you came back, and now knowing you some more its been even much more exciting to watch your work in progress...
Pat: Thank you for the continued encouragement. It is nice to have some positive feedback (and negitive when it is helpful).
This is just a little something I am toying with.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FCLI01.jpg&hash=8bb6fdbc05f6ffb6fdf5f934a3f50cf0e2379189)
sweet is that going to be the New Kat Hos by a chance or is it St Patrick's Hospital lol....
Well that's certainly something different. I like the lines of it and I'll be interested to see more of it as it develops a bit. I'm also curious to know what it is going to be.
Looks like something from the stage of a VMA's. Very Metropolis. Or part of the Shamu show?
I'm bad at guessing. What is it?
It is part of a project called "Cross Lands International" (Something my husband cooked up, and wanted me to BAT for him). This first piece is a hotel / casino / restaurant.
hmmm Cross Lands International that has a real great ring to it, tell your hubby he has a good imagination in creating!!! :thumbsup: &apls
MSS Update ... Needs a bit more work, but it's getting better.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS15.jpg&hash=f8f4ad3706d88c7a034bf23a42b7471a0933ec2d)
going to TE-enable the driveways or not? curious, not accusing. Course you could just do some overhanging props to extend the driveways out to the street....
LoL shardz's you could have asked like "hey is there going to be any TE'ing done at all?" the way you asked sounds like your a tad bit guilty :D Becca that is a good question though is there going to be any TE'ing?
I have not decided on TE, as it can cause problems with NAM puzzle pieces. I will consider it, and I might make an Optional patch to allow it or not. Add the patch, the ots are TE, remove, and they aren't. What do you think?
Also, I finally learned how to get timed props working (Yayyy!!!), so the gates will open and close, and I'll be able to have moving vans come and go.
The MSS looks really great! Yet another way to be able to customize my industrial zones. Will there be other color warehouse as well? I'm also excited to see this "Cross Lands International" project that you're working on. Interesting design, but very modern and resort-ish. I like your work!
Thank you very much.
I am taking color and style requests for the MSS. I plan a Low, Medium, and High wealth version (the first one is the low wealth).
If you can supply samples of what you would like, that would be helpful.
The Cross Lands Project will be slow going, but I will be working on it. It also includes a sunken shopping mall, movie theater, concert hall, bungalos, and more. It is supposed to have a monorail system, but not sure I can make that functional.
Here you can see the main gates, and moving vans. I will be adding some more variety in the vans, now that I know how to do it.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS16.jpg&hash=246cc2f41a66a97e9464bf49e9dc9adc628cb61d)
Need more votes, and comments please.
Also for more info on MSS ... Check Here (http://rlmproductions.angelfire.com/mss_set1.htm)
WoW Wondeful progress here Becca and love the other page for the info as well... I think TE'ing would be good to the entrance piece only but maybe a patch would be better?
textures look A TON better than they did before. Takes the BAT to a whole nother level. Great work. my vote is TE with the patch.
For TE it depends if the lot is growable. If it is then it should not be TE'ed as it will never upgrade but if a plop it doesn't matter
They are all plopables, as might be expected from a modular set. And only 4 lots would need to be TE'd at present. I'll probably just have 2 dat files, one for TE amd one with out, so you can choose. I am all about options :)
I am pretty close to a release on these. Just a few more minor details, and off we go.
Bec! These have come a long way! You can be justifiably proud.. :)
Quote from: SC4BOY on February 17, 2008, 03:04:10 PM
Bec! These have come a long way! You can be justifiably proud.. :)
Thank you.
This is it, the final Pre-release photo.
I updated the textures in the parking lots, and added a cross lot.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS17.jpg&hash=048539a6e474b0e4464d2d94496f0cd932c6d4fb)
Seriously that kind of lot looks..erm.. childish and because some of us are lazy lotters, some of us will never download that. You've done great job, don't ruin it with medicore lotting. :thumbsup:
This is a modular set that can be arranged in any way you wish. So, here are the lot photo's .. and one showing the chain fence (There will be other types of fence to choose from later).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS_Lots.jpg&hash=5c2d0b706e69ffd4b38eb9b0bdb0f9e5aa6fb47b)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS_LotsLabled.jpg&hash=a3c29b31689bbc14bd2dd300d3faf5ab77f38310)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FFences.jpg&hash=1a7754749028359805dd87459d9ac3820fb00049)
I am going to remove the external parking lots from this set, and put them in a seperate release. I am also going to expand on them.
Also plan to redo the Office lot as I am not happy with it, and I need to add a pedistrian gate to the set.
Ooooh No, Just when I thougth I was gonna be playing with the MSS soon gaaaah.... Im glad you are taking your time though with this Becca and dont worry about what Krio said... This is probley a lot better then what he could do lol....
So overall I know you are going to be reworking the office lots and are doing a seperate release for the parking lots and also new fences in the future, OK cool but just a question are you going to release what you have ready or Am i just gonna have to suffer some more lol......
Wow, the MSS is a cool idea! I've always loved the idea of module things because it makes things so customizable, and can make cities so unique. I hope to have these in my cities soon! :thumbsup:
-Yoshi
All I need to do for this release, is redo the texture for the office (Done), make some new texture for pedestrian gates (Done), and add new lots for the gate (Next). Then a few small details, and I should be posting it come wednesday.
The Poll is closed, it was a close race. We have tie between Yes, and with a patch. I have decided to go with the patch file. It will be inlcuded in the release. If you do not want the main gate to be TEd, simply remove the patch.
woooohooooo Awesome news becca and I cant wait!!!
Slight change in plans. There will be two dat files for the main gate. One will be TEd the other will not. Keep the one you want, and remove the other.
I am working on the MML lot now, and should be able to release this thing in a day or two.
That's a better idea. Let people use the MSS however they like! :thumbsup:
MSS Soon to be released ... BE sure to check the online read me Here (http://rlmproductions.angelfire.com/mss_set1.htm).
MSS is now on the STEX .. have fun. And share some photo's.
EDIT: I had forgotten to post the Fence Prop pack, first, but it is also available now.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F9761%2Fmssog4.jpg&hash=39fd8743422035fc8a20302822fd797102209ee8)
Becca just wonderful I love how this turned out and I thought there was going to be a parking?
I decided to expand the parking lots and put them in a seperate release. I'll be having them in a few days. Right now I have to redo the LA River as it had a shadow glitch.
Ahhh OK I guess I will wait to really play with LAR then till the fix is done but other then that I love MSS!!!
Just so you know, the ditches are fine, only the river lots have to be redone.
Ahhh OK kewl!!! :thumbsup:
Quote from: Pat on February 18, 2008, 09:55:17 AM
Ooooh No, Just when I thougth I was gonna be playing with the MSS soon gaaaah.... Im glad you are taking your time though with this Becca and dont worry about what Krio said... This is probley a lot better then what he could do lol....
I do appreciate her work to improve SC4's modern industrial areas so why are you saying that I couldn't make the same? When was the last time when you visited my BAT theard ;) So if you have anymore personal things you wish say to me, use private messages. :) :)
To RebaLynn: Oh, now I get it and it is kind of neat idea, I'll try these when I play the game and doesn't crash like it usually does. Same thing with LA River, must test them when I've time. Waiting your next work.
Kiro ... I am sure Pat was kidding arround. I happen to like your work too. I've kind of gotten into a modular kick right now, and have several modular sets I'd like to do.
Another thing I am thinking about doing will no doubt have a limited audiance, Biblical based parks. Noah's Arc, and some others.
Quote from: Pat on February 18, 2008, 09:55:17 AM
dont worry about what Krio said... This is probley a lot better then what he could do lol....
That was uncalled for Pat and out of character. Krio's comment, whilst not perhaps the best phrased, was constructive and supportive, just in his own, odd way.
Quote from: Krio on February 20, 2008, 05:49:06 AM
So if you have anymore personal things you wish say to me, use private messages. :) :)
Quite. Now, on with the show.
Knowing that many folks on here are in lands where english is not their first language, I take great care, not to take anything personally. Kiro was trying to be helpful, Pat was trying to be encouraging, and there was a simple misunderstanding. As it seems to be all worked out now ....
LAR River is ontrack, and the update should be released no later than friday (I have a doctors appointment today, and my husband has one tomorrow, or it would get done even sooner).
I am going to make a list of the projects I have on the board, and put up a new poll to see what everyone would like next.
I was joking and Im sorry that it didnt get out right... Krio I do know you are very talented batter and you make fun of your self as well and I was trying to play off it but it didnt work well Im sorry.....
The LAR Rivers have been fixed and updated.
I've put up a new poll, what would you like to see next.
I am going to be working on all of them, but concentrating efforts one the one choosen.
Here is a small update on CLI
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And for Deep Surveyor.
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First look at a new fence for MSS
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First Look MSS 2
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Cross Lands seems to be ahead, so I will be working on it a lot, over the next few weeks.
However, Set 1 of the Industrial Parking lots was almost done already, so I am going to go ahead and release it.
Read Me at ... http://rlmproductions.angelfire.com/RLM_ParkingLots_Ind.htm (http://rlmproductions.angelfire.com/RLM_ParkingLots_Ind.htm)
Edit: The set has been uploaded to STEX.
Cross Lands Update:
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looks good! is this an RL building?
Becca lovin the fence and new building, but Id love to see Cross Lands chugg along... Ohh i did vote lol
Quote from: Pat Riot on February 22, 2008, 05:28:33 PM
looks good! is this an RL building?
Nope, completely my design.
Quote from: Pat on February 22, 2008, 06:28:22 PM
Becca lovin the fence and new building, but Id love to see Cross Lands chugg along... Ohh i did vote lol
Thank you, hope you looked at the stuff on page 10, too :)
Cross Lands Mall:
This is a complex of three, three level sunken malls:
This is the bottom level of one of them.
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Oooooh WOW I did now just see pg 10, Becca that is great!!!
One more Cross Lands Mall pic before I go to bed.
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Oooo I love that dome Becca....
I sure hope I get more comments in here :)
A new store for the Sunken Mall.
If you would like a store named after you (not that you can read it in the game), let me know what you want it named, and what type of store it should be.
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hmmm I think Vickie's would be better to cover them both lol..... BTW I would love a specialty shop named after me ;D
Don't forget to add a food court.
Can't have a mall without a food court....
Well you can, but what kind of mall would that be? ;)
-Susan Marie
I was just talking about the food court with my husband :)
How big is the mall going to big? Tile wise?
Oh yes... Mall security with their little white vehicle and flashing yellow lights.
-Susan Marie
Well, each section takes up rougly 3 x 3 tiles, and the original plan called for 5 sections, layed out in a diamond pattern, with 1 big one in the middle, and 4 smaller ones off to the corners. What you are seeing now are the smaller parts.
(I'll do a miniature of the basic conplex)
Here is Mall 3 Level 3 - The Food Court.
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I definetely think a Pat Riot's in there would be good...i mean, there have to be some bostonians in every city, right? :p
good start, but everyone knows burger king is better than mcdonalds.
Ohh... Can there be something from Asia, like Japanese or Chinese? :D
Quote from: Pat Riot on February 23, 2008, 02:21:53 PM
I definetely think a Pat Riot's in there would be good...i mean, there have to be some bostonians in every city, right? :p
good start, but everyone knows burger king is better than mcdonalds.
Where There is one, there is the other :)
Quote from: shinkansen1 on February 23, 2008, 02:28:25 PM
Ohh... Can there be something from Asia, like Japanese or Chinese? :D
You can Count on it, after all, the name does have international in it.
This is the basic layout of Cross Lands International.
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Hotel! :D Superskyscraper! :D Ultra-super-high-density madness! :D
How about the Skyliner Urban Fitting :P
Susan's Sweet Fashions
Dragonshardz Games (something along the lines of Gamer's Inn (linkie) (http://www.gamersinnaz.com/))
ok, got them all .. keep em comming.
Quote from: dragonshardz on February 23, 2008, 06:00:30 PM
Dragonshardz Games (something along the lines of Gamer's Inn (linkie) (http://www.gamersinnaz.com/))
That's My kind of Place :)
Becca, I know this is your thread and all, but the Edit button is there for a reason. ;D ;)
And I usually use it, but some times forget :)
Pat's fire Shop is in the house.
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More tomorrow .. good night all.
Thats just wicked Becca!!!!
The MSS is great Becca, my first went perfect next to the commercial district/freight depot (I won't make this a showcase thread, so don't worry :D) :thumbsup:
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Your new BATs are looking good too! I like your new mall especially! &apls
-Yoshi
It has been a while since I last posted in here but you have certainly been busy in the meantime. The MSS looks like it has turned out well, especially considering the pics just above (I'll try to find some time to play the game and give it a try) and the Cross Lands International project looks to be off to a good start. The concept is great and I really like the subterranian mall idea. The personalization of the stores is certainly a nice touch too. Is there a certain facility you are basing this off of, or is it entirely from scratch?
-Matt
Cross Lands is an original idea, that my husband came up with, and I helped plan. We have been working together on it for some time now, and when I learned how to do BATs and LOTs for SC4, I decided to add it to the game.
It is a big project, that I might have to modularize. The over all concept is a lot more involved than what I have yet shown.
I don't mind a little showcasing, I like to see how people use the things I make. I sometimes get ideas on how to improve them.
Yoshi that is looking real good there..... Becca That is cool I guess since now i got the parking I should do an updated shot of my Storage shed's lol......
Might not be a bad idea ...
You also might want to keep an eye open for these props ...
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Coming to a file server near you ... soon :)
I've lurked here for a while without saying anything - mainly because i can't Bat and therefore don't really understand it. But I understand enough to know that you're coming up with lots of good stuff here. You seem to have quite a few projects on the go at any one time.
Do you only upload on STEX, or is your work coming out on the LEX as well?
She uploads at the STEX and at the PLEX on SimPeg.
Becca that is looking real wonderful!!!
I am considering making a version of the diagonal fences with pedestrian gates, but not sure. Should I?
I think that the diagonal fencing would look supper sweet for something along a diagonal roadway??? But yes I do agree with you that a ped diagnel would also be nice....
I will most likely put the diagonal gates in the next update ... this one will also contain more 3 meter chain link fences.
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Becca,
This weekend, I finally got the chance to play with your MSS and Parking lot. Kewl Beans!
The worked fantastic. Thanks for the fantastic job you're doing.
- Susan Marie
You are very welcome, and feel free to post a pic or 2.
And for those who like BK ...
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Becca,
On some of the store front windows, will you or are you going to add some window dressings?
And if you need help with that, let me know. I'm a retired graphic artist of some 30 years. So I may know a thing or two about displays.
-Susan Marie
Sent you a PM, and I would love all the help I can get. Cross Lands is a massive project. I am going to start working on a construction lot, that can be placed in your cities, as a place holder.
A little more done on the food court.
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Looking good so far. Will the elevators be in scene or behind the scenes?
-Susan Marie
:thumbsup: &apls looking real good there becca!!!
It is a bit hard to see, but there is a clear collumn in the last photo, that is the place holder for the glass evelvator. (escalators will most likely not be seen).
Just added a Taco Bell
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No wendys?
My town has a burger king and a mcdonalds right next to eachother, and there used to be a wendys too. If Mcdonalds or Burger King left, no one would care. But the day Wendys left....ouch.....its like they took our hearts and sliced them up with a knife.... :'(
Good work, nice detail with the person. Could you send me the model for that? I need some casual people for my pat riot bar, right now all i can find are dressed up men and hookers.
Still got 11 spots left in the food court, I am sure Wendy's will go in one of them :)
Also planning a Pizza Hut, KFC, and a few others.
The peeps are from Pegasus, might be best to check with him on those (I'll PM him and see if it is ok to share them).
So if this is the food court, what will the next level up be?
I plan to put a major restuarant on the second level, as well as an anquor store that will cover the top two levels, and several smaller stores.
There will be one large sunken mall (have not started it yet) and four satelites (this being one of them) so this is a BIG project. I am going to take a break from it now and then to work on some of the other things I have on my desk, but will work on it as much as I can stand :)
Someone mention well dressed men and hookers?
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Sorry, I couldn't resist. I did this as point that I can generate things in 3D. Though I'm not into batting as I don't have the tools, I can come up with background imagery or scenic eye candy for buildings.
- Susan Marie
Wow! It's Mr T's slightly slimmer and a lot older double!
Susan: Looks great, can use that kind of help, for sure.
Diggis, great to see you here, thanks for dropping by.
11 more shops in the Food Court huh? Let's see.
Sbarro's. Subway. ChikFila. Cinnabon. Panda Express (or some kind of Chinese food). Dairy Queen. Great American Cookies. Great Wraps. Long John Silver's. Yami Yami (Japanese & Sushi). Starbuck's. Pretzel Time.
that's more than enough choices I think. ;D
For the main restaraunt: Ruby Tuesday's, and/or Nature's Table.
And if you expect me to shop at this mall, I'm gonna need a Godiva Chocolatier, M-A-C, Sephora, The Disney Store, Camelot Music (not Disc Jockey!!), and an Abercrombie, just for kicks. (Not too demanding, right?) :P
Dita: Those are pretty much some of what I had in mind .. also, Wendy's, Pizza Hut, Smoothie King, and more. Some will be in the general part of the Mall, like Pretzel Time, and the cookie store.
I got your PM, I like the idea of a mall map for the tead me. I'd love to do an interactive, flash version, but have no idea how to do it ... yet (I will be getting my own URL very soon).
You forgot that other food court staple of Jamba Juice, which some of the malls I've seen are not in the food court itself but located in the main sections of the mall.
Let's not forget things like shoes stores, luggage stores, toy stores,knife shops, cosmetics, book stores, pets shops.
And which major anchor store chains are you planning on using?
-Susan Marie
Your restraunt has to be a classic american style one. ex. The 99, Joes, Fudruckers,Ruby Tuesday, Friendlys, etc.
those places make my day.
I like pats idea alot gotta have the Fudruckers for sure and Wendy's.... Becca you best not forget Cinnabon omg yummies........ Lovin the devolpment here and keep up the hard work ;)
Quote from: SusanMarie1956 on February 26, 2008, 09:07:18 AM
You forgot that other food court staple of Jamba Juice, which some of the malls I've seen are not in the food court itself but located in the main sections of the mall.
Let's not forget things like shoes stores, luggage stores, toy stores,knife shops, cosmetics, book stores, pets shops.
And which major anchor store chains are you planning on using?
-Susan Marie
Planning at least 5 Anchor Stores, each taking up 2 floors. JC Penny's, Sears, Mervin's, and Dillards are confirmed, still deciding on the last one. To bad I can't get them to pay for ad space :)
Quote from: Pat Riot on February 26, 2008, 01:46:49 PM
Your restraunt has to be a classic american style one. ex. The 99, Joes, Fudruckers,Ruby Tuesday, Friendlys, etc.
those places make my day.
We planned to have 5 big name restaurants (one in each Mall) each with a different style of food (Japanese, American, Italian, German, and Mexican are the ones we wanted to do. The center (main) mall is also suppsed to have a roller coaster in it (we'll see).
There are also supposed to be restaurants and stores surrounding the front half of the enitre complex. an the back half is a big resort, with the hotel as the center piece. The original plan even encluded a monorail system.
Quote from: Pat on February 26, 2008, 02:22:16 PM
I like pats idea alot gotta have the Fudruckers for sure and Wendy's.... Becca you best not forget Cinnabon omg yummies........ Lovin the devolpment here and keep up the hard work ;)
Three of my personal faves :) And, thank you all very much.
Check out http://rlmproductions.angelfire.com/current_projects.htm (http://rlmproductions.angelfire.com/current_projects.htm)
Hey the Gamer's Inn on level 2 of the main mall is supposed to be Dragonshardz Games, right? Or am I somewhere else in the mall?
Sorry, I know I put in my request and it ain't there....
I think I just missunderstood what you wanted :)
Easy to fix.
thanks. DS Games is something along the lines of a Gamer's Inn.
Ok. I think I'll go have a few bananas and calm down a bit.
Fixed ... see i said it was easy :)
This is coming along great...very ambitious , but this will be great when finished! &apls
I am going to take a short break from Cross Lands to work on two other small projects. Putting the fence props on some grass lots (it was requested, and should go quickly) and doing an add-on set for the parking lot series.
Hey Beca,
I was wondering if you could take the light poles from your parking lot and create one that can be used to line a street with? Set it to a grass lot. Those light poles have a nice rural feel to them. In a lot of places would look better than default maxis one.
I had thought about making a set of rural road side lots with a dirt path along the edge, and a light pole on them. Will that do?
Had a request to put my fence props on a set of grass lots ... so here they are.
Should be done and uploaded tomorrow.
I have not stopped working on Cross Lands, just taking a short break.
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You're better off putting them on transparent lots, so they blend in better, especially if they're using a terrain mod.
I can do that. However, because the current texture was requested, I will do it first, then release the transparent texture version in a day or two.
Becca that is looking real good and did you get the base textures replaced by a chance??? Also I dont know if you seen that in I belive BSC Mega Pack Textures Vol 1 there is a nice new street pieces that would look super sweet with the gate entrances...
Since this is a request pack, I'll be using these base textures, for the first release. The street textures, however, I'll look into.
OK kewl... I belive you would be happy with the street texture I know I was happy when I found them...
I'll probably wait until I do the second release. I am not even TEing these, at this time. And anyone that wants to make a set of lots using my fences, is more than welcome to do so.
On second thought, I'll check them out now, and go from there.
RLM Grass Lots, Fenced (Textured) has been released on the STEX. I forgot to fix the street textures, but I can worry about that another time.
Its no problem at all Becca.... Cant wait to see what you cook up next!!!
I'm going to do a park next, one that should be very interesting. It is based on a TV show I like. But that is all the hint you get for now (My other projects will still be worked on though).
Quote from: RebaLynnTS on February 28, 2008, 03:16:48 PM
I am not even TEing these, at this time.
If you're doing a LOT with a road and gate on it, it would make sense to make the open gated ones transit enabled, otherwise why would you use it?
Actually, if you read the edit, I changed my mind ... however, I forgot to add the TE patch to the upload, so I need to fix that now. I am going to have to stop being in such a hurry to upload stuff.
EDIT: TE enabled Optional Files have now been added, and the street textures have now been updated with the nicer BSC textures.
Going to work on something else for a while now.
The current poll is now closed. I will continue working on Cross Lands, as it is a popular project. I am also, going to work on MSS Addon Set 1 (Blue) over the next week or so. I might pair it with the aluminum fences, on the MSS storage and parking lots. This will effectively give you 4 sets the Red and Biege, with either fence type, or the blue with either fence type.
sweeetness becca!!! You soo rock.... Hey about that TV show what are we talk here current or past?
2 hints.
It is a kind of remake from an old series, and it is all wet.
hmmmm now you got me thinking here..... its a remake and all wet? you have me stumpped Becca &apls
Work on MSS 2 -- Blue, is progressing nicely, should have a picture soon.
Edit, Soon has arrived.
Textures are not finished, but please offer comments on the colors.
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Looking real good so far Becca and I cant wait to see further progress here!!!
I was thinking of trying to do a park, with a replica of the sub from SeaQuest. But I have decided it is beyond my abilities, at this time.
ahhhh I sea Seaquest sweeet I would have never thought about Capt. Nathen bridger aka Roy Scheider, man he was perfect for that part and well as Lucas Wolenczak aka Jonathan Brandis where heck of good actors IMHO.... What about starting small like some bases from the show? then attempt the sub at a later time?
Will need to try and find some pics, but I thin I could do that.
MSS 2 Update
Hope I get some more comments, it is getting lonely in here :)
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Don't be lonely, Becca, those of us from SimPeg are here for you. It looks great, and you are a BATter with the mad speed of jestarr and JBSimio.
Thank you Dragon :)
Been working on a new set of fence props.
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What would you all think of a set of Modular Town Homes?
I like the modular approach to these... makes for a lot of versatility. I really liked the color schemes from the first set, but these look a little bright and flat to me still. Could you consider desaturating and adding some grunge or "noise" of some sort to the textures? I have to backtrack and find out what this mall is all about still... I thought I had it, but I don't think I went back far enough... :D
JB
A little more desat, can do. Rust, dirt and other aging aspects I usually wait and do after I get the base color right, but I think I can go on a do that for the next pic.
Edit: and here it is now.
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Becca that is looking real good, sorry I wasnt able to comment after the fact I posted about Seaquest as I was working the board for the Nascar Sprint Race tonight.... Anyways I will see if I can find any pics that might help for the bases for you :) its at least I can do to give a helpin hand...
I understand. I'm going to finish up the brick wall props later today, and post them.
And this is a set of wood fences I am working on as well.
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Some split Rail Fences
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Like the new fences becca! ;)
So for the mall, could I maybe have some sort of restaurant, say...
"Yoshi's Terayaki Buffett?" Of course, it would have to have tropical, 100% smoothies. ;D
I love the new blue MSS! :thumbsup:
-Yoshi
Yoshiisland2:
You got it, I'll be adding to the readme file of the Mall later.
Here is the last of the fences that will be included in the first Fence addon pack.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FCinderBlock.jpg&hash=e4edac3556879b8ab1e3f3ab69b9ddec9e5d2377)
:thumbsup: &apls looking real good becca!!!
The fences look great Becca. Hopefully these will all be in one pack? That would make lotting much easier I think.
Each type of fence is in it's own dat file, only the timed gates are in serarate dat files. As I add pieces to each set, I will update it's file.
hey Becca, dont worry about the few replies, you got us at simpeg ;)
it does look good as said many times. the wooden fence looks like a pizza to me, not woody if you understand what i mean, can you make it a bit more brown and darker?
regards
Meastro444
Quote from: Meastro444 on March 04, 2008, 02:52:09 AM
the wooden fence looks like a pizza to me, not woody if you understand what i mean, can you make it a bit more brown and darker?
I know what you mean, and I'll work on it. I, also, want to give it a bit more variation in color as well.
What do you think?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FWoodFence02.jpg&hash=323c48483b135e06d81e91a23431b9dff289054d)
Looks much better. Keep at it! :thumbsup:
What are the red spots? They look like peperoni (to stick with the pizza analogy... $%Grinno$%)
I think they fence would be fine without them personally.
Suposed to be knots i the wood, but they do seem to stick out more than expected.
I'll see what I can do when I get home from the VA.
I think the knots look fine. Pretty much like the privacy around my neighbor's yard. Though their fence is a bit more greyed, due to being more weathered.
it just looks a little strong. If they were toned back to something similar to the wood texture they wouldn't be so in your face.
It all depends on the quality of wood, and how weathered it is.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fonlinewroughtiron.com%2Flibrary%2Fcedar-privacy-fence-run.jpg&hash=bf5c437604599b01b742ced9f6ff92bf4dca08cd)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Ftbn0.google.com%2Fimages%3Fq%3Dtbn%3A5L_WIRPBp2iHNM%3Ahttp%3A%2F%2Fz.about.com%2Fd%2Flandscaping%2F1%2F0%2F-%2FF%2Fprivacy_with_balusters.jpg&hash=da58bb058cf624740f67d4db9da34bf12396fe78)
Becca, any thoughts on latticework?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.landisfence.com%2Fwood%2Fcedar_latticetop1.gif&hash=5b0c1c94de94d6f9c0881991ff2037c41a4dd9f1)
Hey Becca the progress on the fences is coming along rather nicely and I do hope the VA trip went well today... Hey I have a question for you and if you would be intrested in making these Here [linkie] (http://www.simtropolis.com/stex/index.cfm?id=16247) the reason why I am asking is that the model files are missing and I know you could do this justice and possiblty a addon for MSS???
Some signage would be good for the MSS lots I think.
Diggis: I've toned the knots back some, and plan on a set of wood fences even more weathered.
Ditta: I can do the lattice set as well, no problem. In fack one of the next sets was going to be an all lattice design.
Pat: I think I can handle thouse signs. And, Yes I plan on a set of signs for MSS. I'll probably work on that after this next set is released. If not with it.
Also, I am planning a set of modular townhomes, that (if I get permission) will be a LEX exclusive.
Rather than posting the same thing on all three sites, I am going to start keeping things a bit more seperate (Some projects will still cross over).
Yeah I like the new wood texture better! :thumbsup:
More modular townhomes would be nice, I have some of SGs but can never get them to grow. The game doesn't like me right now. &Thk/(
*hint hint* make them easy to grow ;D
-Yoshi
My plan was to make plopable Townhomes, but I should be able to do a growable set as well.
This is set 3 of MSS .. like it?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS_301.jpg&hash=ed800845c8601b6eb9013e0bae738a228d0afa6c)
A little more ..
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS_302.jpg&hash=bec1eb362ab721c9e59d0beaa4d893d19ff5347b)
&apls Becca that is looking real good, I love the rusty look :thumbsup:
I am exporting MSS 2 and 3 now, and will be lotting them tomorrow. Then need to make icons, and MMLs.
Something new. 2 new parking and storage lot sets for MSS.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS_303.jpg&hash=86d5574057b39124d179350dd605943d8900883d)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS_204.jpg&hash=6ac7bc47af1bd7edb32c741e771c23374b873618)
&apls Looking real good Becca!!! I love the details on the parking lots!!!!
MSS 2 and 3: The set on the right has a bit of a pattern to it, but I'm not sure what else to do, that's the problem with modular sets, sometimes
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS_2n301.jpg&hash=08be5a00eb4643bebc67baa109113d5d52e65703)
by pattern you mean sterotypical design or??? Sorry Im a tad bit of a loss about MSS on the right
I think maybe too much of a pattern. Can you shift the texture on one side of the roof, or put another semi-transparent texture over one half, so that it looks more like random wear. Maybe some dark splots could help as well, like water has sat on the roof for a bit? Maybe even use one of the textures you've used for the wooden fences, or something similar.
Each unit by its self looks fine, but when you start lining them up, the roof begins to look repetitive. I have a couple of ideas on what to do about it. We'll see what the next render looks like.
Quote from: RebaLynnTS on March 06, 2008, 03:53:41 AM
Each unit by its self looks fine, but when you start lining them up, the roof begins to look repetitive. I have a couple of ideas on what to do about it. We'll see what the next render looks like.
Probably the best way would be to make variations of each unit with slight texture differences and then make them prop families, Then when it grew you'd get a random mix.
Zero, I started to do that with the LAR, but soon realized I would end up needing way to many propfamilies. Since this is a modular plopable set, with dozens of units, that could prove problematic. I did come up with a solution though. First of all, only one set needs to be worried about, the side units are the only ones that are usually placed repeatedly, so that means only 3 sets. Since mostly the roof is the problem, and they are all the same size on those units, a single prop family of false roofs, that change with each plop, should do nicely.
Almost forgot .. Office for MSS2, so far.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS_2Office.jpg&hash=20912899e7012ff2e07bb040d9bd21e8103a668a)
Keeping the prop families to the minimum number of props definitely sounds like th eway to go ... Glad you've got a solution :)
I Like the new office! :thumbsup:
Yeah, I was thinking a prop family would be the best way to fix the repetition. Ever since the "Go Away Wren!" and similiar mods came out, we've been all against that. :P
I am working on the updates for MSS 2 and 3, for now here is the design of the office for MSS 3. Some will be able to be used with other MSS sets, others might not go as well.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS_3Office.jpg&hash=ebad63f12fae0a292c4b1cdbf6d55c117c11c7af)
Becca loving the new progress on the offices!!!
Yes, great progress on that building! :thumbsup:
Here it is .. the Office for MSS 3
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS_3Office02.jpg&hash=2c4f588a65e3a746ce878c6df6e2ce6a6786c89c)
Just caught up with you here and spent a very enlightening couple of hours combing through your thread. Now you're going to have to make room for another regular! :)
Joan
welcome aboard, drop by often, cause things happen quick around here.
As an example, here is a new update on MSS (Modular Storage System) 2 and 3
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS_2n302.jpg&hash=7677df1f05bf61effbcf897e1aaf39367b02363e)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS_2n303.jpg&hash=da22710cd5c928e5459be410d5ca84e5836e1a2f)
you're doing better and better :thumbsup:, just practice explains all ;)
Thank you very much.
Had a request to make some UHaul signs, here is the first one, so far.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FRequests%2FUHaulSign.jpg&hash=5c20716b17ad4ac860f6d9c01b9fcad1f76f77f0)
:thumbsup: &apls WOW Becca that is looking sweeeet!!!
The roofs on the MSS units, look a little to flat, so I am going to raise the pitch. I tend to forget things need to be a bit exagerated.
Edit: I've also decided I don't have to have the offices for all the MSS sets be the same size, so .. this is the new office for MSS 2 (Still needs more details, though).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS_2Office02.jpg&hash=c22051c1b361caa57866a0cc9edf2ff524538e83)
Interesting idea! :thumbsup:
But I can't say that I like the coloration, feels too *strong* and doesn't really match the game (especiallyt he blue, try to make it a bit less saturated).
The gradient on the rusted roof building is also way too strong and feels unatural. Maxis buildings' have a more subtle gradient. Remember that the purpose of the gradient is to *fake* raytracing, not just to be there as a gradient, and raytracing tends not to be that strong. Generally, places that are less exposed to light are darker and places more exposed are lighter, so the ground would be a subtle amount darker than the top of the builidng, and the edges of the roof may be a subtle amount darker than the tip of the roof.
The light blue line atop the building also doens't fit, but can work as a nice highlight (but it does look good with a black background... but black isn't the background in the game, it's more nuetral).
As a rule of thumb I try to avoid very much cyan because that is one color that sin't very prevalent in the game, but making the colors a little bit more subtle can probably make your coloration stand out, yet look very nice. Also the grey streak in the redish roof makes it look very synthetic and repetative...
Okay, I'm out of things to criticize you on :P, but the modelling and lots are very good. :satisfied:
I'd already decided to scrap the blue, just not completely, going to make it a lot more pale, and only as highlights. I'm going to go with a more biege color over all. The red is supposed to be rust, but I'm thinking I over did it, and will re-work it. A lot of this looks a lot better before trying to put it in the game.
Becca Im proud of you that you are willing to redo something and not release something half heartedly.... What Im saying here is that you are truely dedicated to the game and thank you for making custom content!!!
I know what you mean by it looking better before the game (in the preview... probably because the black background offers more contrast and makes it more visually pleasing to look at, while the low saturation background of simcity is hard to get...) A lot of my time is spent afterwards reworking the coloring of buildings so that they would be perfect... too much time I'm afraid...
Coloring, imo, is the hardest part to make a quality bat (and I know you can do it, I mean you got it right on the first set ;))
Seeing as i have plenty of free time ... I'll do it right.
This is the color scheme I am thinking of using this time. I put it on a grey back ground, so it would be a bit closer to an in game view. I'm not sure about the garage door yet, though.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS_2Office03.jpg&hash=cb10989aeb59273f06dd64c9d139a73cd9fc9d74)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi187.photobucket.com%2Falbums%2Fx62%2FautoVino%2F1-2.jpg&hash=f8251c44ef5b62b194df9e5f9ce6a90749219ebb)
Well this is what it would look like with that color scheme (ingame). I think that the door is fine and the walls aren't that bad either. The roof is feeling kind of bright though, but it's not bad (keep in mind that with color correction throught the bat script, your bat will actually be brighter ingame.)
I'm still trying to figure how just how much brighter it get's but I think i am getting close. That pic you did is great, and I see the color I want to use for the roof, on a near by car :)
Edit: I think this is what I will go with .. I've added some details, and aging (just a hint).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS_2Office04.jpg&hash=e7f8e53a16d5380e96e7749044588c094a8d3b11)
this thread has some theory on how gmax/the script changes the coloration:
http://www.simtropolis.com/forum/messageview.cfm?catid=140&threadid=76232&enterthread=y
:thumbsup: :thumbsup: becca looking real good here and keep up the hard work - pat
Here is the second part of the requested U-Haul signs.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FRequests%2FUHaulSign2.jpg&hash=88f278a9f006209b710fc13cdc5effe97e2d911d)
looking great! try adding maybe a metal texture to the signal supports... ;)
Heblem, Gmax don't do metal very well, but I did my best.
Here is the new design and color scheme for the MSS 2 (Sim Storage) units, the blue is slightly darker on the units.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS_205.jpg&hash=89949f3698c1283bbcc64d3cc63a5de0b7c83a2a)
Quote from: RebaLynnTS on March 09, 2008, 09:08:48 AM
Heblem, Gmax don't do metal very well, but I did my best.
Just use a metal texture..plenty of free ones on the Net...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fmetal.jpg&hash=ca2e76fa12b377dfb87a8f22c2b87eede292a56e)
I did add a metallic texture, before rendering it, and sending it to Pat. I tired to match it with the original as close as I could, but I did make a few, what I hope are, improvements. Doing that, has also gave me some ideas on signs for MSS.
Hi Becca,
Great to see all your variation of the MSS and LAR.
I have a question. Will The MSS be Transport Enabled. (when the cars roam around the storage units) because some of my Custom Content in game hooks up to streets then the cars turn in there then wrap around and come right out.
Just Curious,
SimsReporter
The entrance lot is TE'd. The reason that cars sometimes go in your TE lots and then loop right back out is because the lot is only TE'd so that it connects visually with streets.
Becca you can also add effect to any "color" texture that make it looks like glass or metal...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg249.imageshack.us%2Fimg249%2F2055%2Fmatedvl3.jpg&hash=d69162ff8017a579b3ae0b4259023d7478914985)
This adds more realism in reflection, also could be usefull for glass and steel skyscrapers!
Hope this was useful!
Take care :thumbsup:
Quote from: SimsReporter on March 09, 2008, 10:53:32 AM
Hi Becca,
Great to see all your variation of the MSS and LAR.
I have a question. Will The MSS be Transport Enabled. (when the cars roam around the storage units) because some of my Custom Content in game hooks up to streets then the cars turn in there then wrap around and come right out.
Thank you ... TE lots can cause problems with traffic flow, so I only Transit enabled the entrance lot, and made it possible (with a patch) to have it not be TEd. I could make a patch to TE all the lots, but I am not sure that is a good idea. I don't know how to path them, and it might look funny to have cars driving through the buildings.
There are moving vans that will appear on the lots durring the year, to make it look alive. I will be adding other effects as well, in the future.
Heblem: Thank you.
Maybe it's just me, but when I do use those settings, I can't really see any changes (I still use them though). I'm thinking it might have something to do with the lighting, which I am still learning about.I recently noticed that when doing a preview these effects are more apparent, they don't seem to translate to the building mode as well.
MSS 2 Update:
Not sure if I should set up the office so it sets in the yard with the Units, or keep it seperate like this.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS_206.jpg&hash=96d0504b21bcfe2c3aec63a24cb100d3905bf197)
maybe both?
Honestly, I was thinking of doing that. Should not be very hard at all.
Put the office up front, with some of the boats and such parked close by. Most that I've seen have the office at the entry point of the lot.
Dita, don't forget, this is a modular set, you can put it together any way you want :)
I was doing some calculations, and if I made Cross Lands a single plopable unit, it would be 48 tiles wide, by 76 tiles deep. So, I am thinking about doing in parts, and letting you put it together however you want.
Thanks, does this set have bad, good or no influences (neutral) on your cities?
If you mean the MSS, most of it is pure eyecandy, however, the offices will have jobs, use power and water, and produce a very small amount of garbage.
Cross Lands on the other hand, should be all functional, as mostly CS$$ and CO$$, and maybe some R$$. As I under stand it, CS, CO, and R plopables work on a limited basis though.
actually Commercial and Industrial plops work, but Residential plops do NOT. I can't explain but basically they always abandon.
Residents simply can't get out of the building, I'm sure that someone like wouanangine, Cal or RippleJet could explain this better. So drop residental ploppable.
I've gotten them to work. You just requier pre-zoning and existing development (plop it on the existing development), and then it seems to function correcly. But I'm not sure how the gears turn behind this one.
So, if we want to make plopable residential, then we need to let folks know to prezone (and let develop) the area you want to plop it in. That is good to know.
In order for plopable Res to work, you must have the demand for it in the first place. Often the easiest way to be sure is to plop it on a zone that's already grown. As far as I can tell, that is the only real restriction.
But could you also make at least a few growable lots already put together? There is always a need for custom growables in the early & mid stages of the game.
All of my early Storage Centers, have both plopabable and growable versions, and if I ever start making residential buildings, I will no doubt do the same with those. There are some things I'd like to do, that I think might be cool, but are a bit too sci-fi for a lot of folks.
I have a question, all of the corner parking lots face in one direction, do you think it would be a good idea to add reversed versions of them?
I decided to do them anyway. I have not had any new pics to show off, as I am doing Modding work now. I'll have a whole new set of fence props posted soon, then a revamp of MSS 1.
Hey Becca Im home now woohoo!!! Loooking real good and Im glad to see you chugged along here... :thumbsup: &apls I do agree that a reverse corner would be a great add...
Modding is fun, but the pics of the process generally aren't that interesting :D
Looking forward to the fences. And what kind of sci-fi stuff?
Pat: Glad you made it home safe and sound.
Nate: Wait till you see the new fences I have planned :) I've been working on designs for buildings in my Novel, to maybe use to ilustrate it. The first one is the house of my main character Tran Solas (Pronounced Tron So-laws).
I am going to be posting my newest Fence Prop pack shortly, and this is the fences it will include.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FFences01.jpg&hash=a42c49599e204b5a9002be20915361e5625e6185)
Becca I think it would be cool to see that house!!! My wife writes and we do have a writers group if you are intrested check my profile for the link ;).... those fences are looking real good!!!
I've already visited your writers club, and am thinking about joining :)
I am glad you like the fences. I am having some dificulty with the house, but I am sure I'll get it worked out soon enough.
Love the variety of fences. Guess they'll be in a prop pack -- sorry I'm still pretty low on the learning curve!
Joan
Yes, they will be in a prop pack. And, you know, we all started at the begining.
The fences look great! I especially like the wood and lattice combination piece... nice touch. :thumbsup:
JB
Have to agree with JB, the lattice is outstanding. Looking forward to seeing these in-game.
Seeing as the details are hard to see in game, I thought I'd share this.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FLatticeGate.jpg&hash=9711e7a1f6b50df6ec19899f01cc4f3f2a3e4f89)
Now that is nifty. Great detail, and great work on the textures. These'll be some very good props to have.
Oh yes! :thumbsup: That is just awesome.
Jm
Hey I'm very new but I would like to know how long it will be (guessing of course) for these fences to come out. They look great!
Also, don't worry about the lack of posts so much. I've been lurking this site for over 2 years.
Reba that looks great! The wood looks good in the viewports, but i would desaturate it because it will be really orange ingame.
Becca that looks real great!!! &apls :thumbsup:
Quote from: Pat Riot on March 15, 2008, 05:39:11 PM
Reba that looks great! The wood looks good in the viewports, but i would desaturate it because it will be really orange ingame.
Thank you, after taking a second look, I ended up bringing up the brightness, then pulling down the saturation (a lot), and I like it a lot better now.
Threestooges: Thank you, glad you like the details, did you notice the symbol on the gate? :)
JM: Feel free to use them with your house, when you lot it.
Charm: With luck, I'll have them done today.
Pat: Thank you.
The new fence prop pack is now on STEX.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FFences02.jpg&hash=27d68831c159051729f99285a355e7f8165a7cf8)
Hot dog! I'm on my way. Thanks, Becca. :)
Joan
I got and Thank you Becca for your dedication to the game!!!!
Thank you both.
It was mentioned that there was no signage for the MSS, so I made these, there are 6 different names
Ace Storage
Big Storage
City Storage
My Storage
Sim Storage
Town Storage
Only question is, should I do 6 different lots, or one with a random prop?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS-Signs.jpg&hash=14870008fada44850f9dba937af71ef413286744)
Quote from: RebaLynnTS on March 16, 2008, 04:08:05 PM
The new fence prop pack is now on STEX.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FFences02.jpg&hash=27d68831c159051729f99285a355e7f8165a7cf8)
Nicely done - the lattice one looks especially good for suburban gardens.
Id go for random Becca :thumbsup:
I would also suggest going for the random option. It'll add a bit of surprise/randomness that is very useful in the game. Also, if it is ploppable and they want a particular version, it would just be a matter of plop and re-plop. Also, I did notice the symbol on the door. It looks like the symbol for recycling, but I wasn't sure. Good work with the release.
Yep, that's what it is. A green fence, just in time for the green day :)
Oooohh yea now I see it Becca you sneek lol!!! It didnt even cross my mind lol
I was looking for something to put there, and when I came across that, I knew I had a winner.
&apls perfect what a special treat to have indeed for a green day!!!
The fences are gorgeous. Going to get them now.
The MSS 1 Revision is now on the STEX
Revision to already great lot getting it now!!!
Early design concept for MSS 2 signs ... I'm thinking red brick posts, and a red/white antique wood sign.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS_2Signs01.jpg&hash=3b02232f4a2599359f2ad785591b4077cc99f795)
Becca I like that alot and the brick pillars would be great!!!
Here are the textures I finally decided to go with.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS_2Signs02.jpg&hash=9ea6ba53effc125c23a4174b6a418caabb02186c)
I feel like the pillars need something on top, but I can't decide what.
The sign is awesome, and I don't think it needs anything else. Of course, you'll find just the right thing and I'll slap my forehead into next week!
Have you considered writing a sign-making tuto or is there one available somewhere?
Joan
Not sure if there is one, and if not, I could make one.
&apls becca that sign is just wonderful!! I agree with Joan that its pretty much done and nothing else is needed...
After sleeping on it, I decided it was fine the way it was, so i added the night lights, and lotted it. I am almost done with MSS 2, and will begin working on the second set of vehicle lots as well, shortly. If all goes well, I should have it posted by the end of the week end.
I know there is an edit button, but after 5 hours of no replys, I decided to do a new post.
I am thinking of working on my Katrina Memorial Trauma Center in the near future, one of the things that bothers me about it is the parking garage seems way too small, so I am considering making it bigger. If I do, then I'll need to make the lot bigger as well. It is already 4x6, so I am not sure what to do.
I know Im a couple pages late already but just wanted to say, I love the selection of fences, they all look outstanding.
Its all good becca and are you trying to figure out the lot size that you should go with then? If you are wanting it to be a mega hospital center, take a look at Newman Inc Memorial Hospital II (http://www.simtropolis.com/stex/index.cfm?id=11066) but that is my take on it...
IMHO, the Newman hospital is a bit unrealistic because cities large enough to have that many patients would need several hospitals. As it is, it would take an an ambulance several hours to reach the medical center -- trust me on this, I'm from Houston! :D On the other hand, the Maxis model is pretty boring, so any more interesting structure(s) would certainly be most welcome.
Until next time...
Joan
I'm thinking of making it 6x6, and adding some ground parking, as well as a bigger garage. As it is supposed to be a level 1 trauma center, I'd think it should be bigger than most hospitals. I had a request to also do a medical university, so I'll be thinking of a design for that. It will serve as a school (college).
hmmm you know Becca I think that would defintly go well with Kat Memorial Hospital, far as doing the medical university... OK I have to know what team you joined lol, anyways Congrats Becca!!!
MSS 2
Soon to be released.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FMSS%2FMSS_209.jpg&hash=8ed56b31685f1dff8fc2dc50d9f1f6969f977e01)
I joined the TG team :)
cool, congratulations :thumbsup: &apls
I really like the fact that all the visible doors are different in MSS-2. Might be a small thing to you, but as a noob I notice such things and learn from them.
Later,
Joan
Thank you very much. And to be honest, I am still learning new things from others as well.
Haven't been here for a while but I'm loving what you've done with the MSS these days.
Welcome to the team :thumbsup:
Thank you very much. I'll be posting MSS 2 later today, now I just need to decide what to do next.
Edit: MSS 2 is now on the STEX.
I have decided to go back to work on Cross Lands, and will try to get one of the 4 small sunken malls done, and posted.
A new look at the Food Court
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FCross%2520Lands%2FCLI14.jpg&hash=d4eacb3302aefbd90123b75bb223f8767c71f597)
Awesomeness!
Could you switch the blue areas to a color that they might be ingame? just makes it easier viewing
No worries, most of the model is un-textured.
Now, here is a first look at the new parking garage for the Katrina Memorial Trauma Center.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FTraumaCenterv12.jpg&hash=209bf623d1b2a7d1cfb08729c3ebc09d3bdecf13)
&apls &apls Congrats Becca on Joining TG!!! Also liking the devolpment of Cross Lands and the MSS 2, The new parking garage is looking better!!! Are you planning to change the main complex at all?
Thank you for showing your work as it develops, RebaLynn - very interesting and helpful to watch.
I do have a question, though, and took the liberty of illustrating it rather than trying to explain - hope you don't mind.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg215.imageshack.us%2Fimg215%2F8467%2Ftraumacenterv12kb8.jpg&hash=a1f779deecc115899fc6af8405e05417328aa4eb)
This can't be right, so what have I missed?
Also, how did you attach the uprights to the framework at the top? I sneaked a couple of hours to experiment with doing windows tonight, but so far no luck. Couldn't figure out how to make the framework a single spline. What you've done looks like exactly what I want to do, but in the context of creating mullions inside a rectangular framework. If I can do it, I thought the glass itself could be a rectangle with a UVW modifier like the glass I put in the MH door lites.
Anyway, thanks again for sharing your work and your expertise!
Joan
Actually, the top frame, and uprights are separate boxes that slightly overlap each other, when rendered, they look like whole pieces. Once you have them made, you can group them together as one unit.
To group the items, select everything you want in the group, then click group on the menu bar, and choose group from that list.
Pat: Most of the complex will remain unchanged, except for the textures.
OK Kewl Becca!!!! Cant wait to see the further devolpment on it...
Thanks RebaLynn. I'll try that out ASAP.
Joan
KMTC: Update
Not sure I need to do much to the textures or not.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FTraumaCenterv13.jpg&hash=a42217a41a6c454eb3be3299d8d0a8031ae70b51)
maybe tweek the landing pad a bit to lessen the white?
Ok, done ... It will take time to export, so doing it later tonight.
Now that I see the garage textured, I think I see the answer to my question. The barriers actually run through the middle of the verticals, so the verts. show on both inside and outside. Right?
The whole complex is awesome, BTW! :thumbsup:
Later,
Joan
Joan, yes, the verticals are slightly wider than the walls, and the walls are centered on them, and run through them.
gonna put a roof on that garage Becca?
~~Dragonshardz~~
I will be eagerly awaiting to see the new KMTC tomorrow then!!!!
KMTC has become TG project, and I have inlisted some help in making it even better. This will take a few extra days, but should be well worth the wait.
Dragon ... no plans to.
I can wait and I will trust you Becca
Becca, just looked at this in GMAX and its fantastic work. I know Travis will be dreaming about lotting this one.
Personally, I think it is one of my best BATs
They've all be great including this one.
Im not sure about a roof on the garage however, I've seen a great deal of open air parking structures like these, it's why I drive in circles trying to avoid having to park on the very top tier and have my truck sitting out in the sun all day while we are shopping at the mall, I say let the sims fight for the better parking spots as well ;)
I really look forward to having a new hosp to play with. I have grown tired of seeing the same o' same o' in my cities health care system lately.
I'm glad you like it. I just wanted everyone to know, I an going to take a few days off rom Batting, to play. Should be back at it before you know it.
Hey Becca, those parking textures are yours right? I was just wondering if you could make blank gray squares, without lines or props, to act as filler. Because at the moment, there's nothing for me to fill in these empty spaces...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi245.photobucket.com%2Falbums%2Fgg57%2FYoshiisland12345%2FMMSPic5.jpg&hash=51c3cc153fcbe27c170e385212f80da2d53508fe)
But of course, other than that, as you can see I LUV the new MMS! &apls
-Yoshi
Sure, I'll be happy to. MSS 1 does have an empty lot, but it does contain some lines, and 4 safety poles (that's all). I'll post it here later today.
Edit: Here is the file with the blank lot in it, just unzip it to your plugins folder.
The KMTC is looking awesome...cant wait for it!
Love the KMTC its awesome
Thanks for the filler lot! Well appreciated, it'll come in handy for that MMS area I showed you, especially since it'll be in my next CJ update at ST.
I know it has been some time since I posted anything in here, however I wanted to let everyone know, that I am away for health reasons. It is very likely I will be having a proceedure done called cardiac ablation, due to A-Fib problems. I expect it to go fine, and that I will be feeling much better soon afterwards. Until then, I have not felt up to sitting at my computer for long periods of time, so little work is getting done.
I'll try to keep everyone posted as things move along.
Hey Becca as I said over at pegs take care and you will be in my prayers!!!
Congratulation for your beautiful bats... :)
First off, sorry I was gone for so long, I had health issues to deal with.
Secondly, Thank you barby with helping me access this thread again.
Lastly. There are a lot of new things on the horizon.
First is the ARS (Artificial River System) the first set of which is currently available at SimPeg.
I am also working on a set called MMS (Modular Motel System).
And, USC (Under Sea City), which should be a lot of fun.
It's good to be back.
Thought I'd share a picture of my current project.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FARS%2FARS1-Sep12531244412315.png&hash=3912ba50170a3bd997facceee8be91c7473b709a)
OMG is that looks awesome............. &apls :P
Great. &apls
Excellent &apls
Thank you very much.
Aaaaaah - NOW I see what you meant with slope transition! &idea And I do like it! :thumbsup: &apls
Anyway I would regard a lock as rather useful - maybe you could Simgoobers?
Don't worry, Locks are in the works, and I am sure one of them will blow your mind :)
BTW, right now the Raised River can be down loaded at SimPeg. I'll be posting it on Simtropolis once all the bugs are worked out.
While looking at that picture I seeing that railway overpass ( &sly) I remembered what I alway missed in the other canal sets: A skin for the NAM puzzelpieces that fits to the corresponding canal. It is not so urgent for railways as the railway vidaducts can do this job now but roads and ElRail still looks ... well ...
and all the other "bridges" with 123,4 mm air between water surface and the ceiling of the bridges always where a major turn-off in my eyes ...
So instead these huge culverts how about a nice bridge skin that could be used together with some embanlsments to left and the right also for the "normal" kanal piece?
Becca.. those are looking FABULOUS!
Becca...
That looks awesome, great work on the raised river all the way around.
Keep it up &apls
Bud
becca that is looking stunning there!!!
Wes, Buddybud, Pat, thank you all very much.
Quote from: Nardo69 on June 08, 2009, 05:52:15 PM
While looking at that picture I seeing that railway overpass ( &sly) I remembered what I alway missed in the other canal sets: A skin for the NAM puzzelpieces that fits to the corresponding canal. It is not so urgent for railways as the railway vidaducts can do this job now but roads and ElRail still looks ... well ...
and all the other "bridges" with 123,4 mm air between water surface and the ceiling of the bridges always where a major turn-off in my eyes ...
So instead these huge culverts how about a nice bridge skin that could be used together with some embanlsments to left and the right also for the "normal" kanal piece?
I am working on some designs for bridge skins, but will not have them ready for the first release. Be sure to keep your eyes on this thread for future developements. You can also catch me at SimPeg, and Simtropolis.
First look at the Raised Canals:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FARS%2FARSRC001.jpg&hash=dadfa6f4562d60a770510bb1597e4e56b7cf00cd)
Now that is cool!!. Yet another cool idea!
&apls
Bud
Becca you have boldy gone where noone has gone before sweetness!!!!
Thank you very much. I see a void in the game, and work hard to fill it with quality. I am always learning, and therefore getting better. And is people like you that keep me trying.
BTW, ARS Flat Rivers version 1 are now available at SimPeg, for public testing.
A second look at
ARS Raised Canals
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FARS%2FARSRC002.jpg&hash=3d5dd4a82609c23ff6e9775ad9db8b1c98888286)
Quote from: Nardo69 on June 08, 2009, 05:52:15 PM
While looking at that picture I seeing that railway overpass ( &sly) I remembered what I alway missed in the other canal sets: A skin for the NAM puzzelpieces that fits to the corresponding canal. It is not so urgent for railways as the railway vidaducts can do this job now but roads and ElRail still looks ... well ...
and all the other "bridges" with 123,4 mm air between water surface and the ceiling of the bridges always where a major turn-off in my eyes ...
So instead these huge culverts how about a nice bridge skin that could be used together with some embanlsments to left and the right also for the "normal" kanal piece?
No problem, just give me some time. I have a lot to get to, but I promise that is one of them.
Quote from: RebaLynnTS on June 11, 2009, 03:11:44 PM
(...)
No problem, just give me some time. I have a lot to get to, but I promise that is one of them.
No problem with me. They are done when they are done 'cause we all are just humans with a RL. ;)
I got enough spare time on my hands, I could do this for a living . . . if only I was getting Paid :)
Any chance you might might make some raised Plaza parks? Like the HighLine Project in NYC http://www.thehighline.org/galleries/images/design-slideshow Just asking because seeing your elevated canals reminded me of elevated plaza parks like the one I linked. I think something like that would go nice with your raised canals.
P.S. I know deadwood has a Raised Park but its not small enough for downtown areas :P
Well, I was thinking of some kind of park like idea, this seems like it will work nicely.
that looks like it would be a sweet Idea for sure and I will be following if you do run with it Becca!!!
First looks: ARS Flat Canals.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FARS%2FARSFC001.jpg&hash=0de831987b3261bf23d3ff42543f7eb68c597acc)
Great to hear you were thinking about something like the raised parks I showed. Reguardless I will be keeping my eye on how this all turns out since a lot of you guys who bat have always suprised me with how your projects always turn out.
Glad to hear it, the flat canals are now available on SimPeg.
Looks great (and yes, I had been at the PLEX ecen though ... well that's another theme)
BTW for the overpasses: It maybe kind of cosmetic but plopping two tile wide puzzlepieces like e.g. railway or road over avenue looks better above the kanals especially since the overhanging props will hide the underlying traffic textures.
Yes, eye candy but isn't that one of the major reasons we still play a 6 year old game? ;)
Cool idea.
Now, can you guess what this beast is?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FARS%2FARSRRDHLock.jpg&hash=adb4c8bf85205e078ca66a9bca6da8b08d93b84a)
Surely not.... :o
:D looking great in here
Joe
It looks familiar, I think I have seen one before in my hometown :D
Looks really nice so far Reba! :thumbsup:
Sweet. :)
Put it directly on the ground without supports and you'll get the transition from "normal" kanal or Maxis water to your raised kanal pieces ... ;)
@Nardo; there will be that version as well. This version is for the upcoming Double Height Raised River down to the regular Raised River.
There is one thing about these locks that will be different from any others; they are variable width.
Here is another look at the Double Height pieces
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FARS%2FARSRRDH002.jpg&hash=bad7b0e35b7da57d0f4994f6dd039b5d99e1204c)
And, don't for get you can mix and match pieces as well.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FARS%2FARSMixandMatch.jpg&hash=e5ed9b5454699518a32b4f5c028c1b01272c43ae)
I don't think people would like living there if a storm came by :D
Your work is quite nice though =)
- Allan Kuan
I installed all of your production
I begin to even put the first elements in my town
For me, love it to ornament the city and its environs.
I hope for more of your bat
&apls
Quote from: allan_kuan1992 on June 13, 2009, 10:01:30 PM
I don't think people would like living there if a storm came by :D
Your work is quite nice though =)
- Allan Kuan
Well, it is just an example :)
Though, it might make a good prison.
Quote from: Neofita on June 13, 2009, 10:03:48 PM
I installed all of your production
I begin to even put the first elements in my town
For me, love it to ornament the city and its environs.
I hope for more of your bat
&apls
There is more in the pipeline already.
oooo becca that is stunning there!!! Hey what ever happened to the mall?
The mall was getting to be to much for my computer, I had to give it up. Later I am going to redo it with only the above ground portion showing.
ahhh OK good to know at least there is still hope for the mall then...
I am having a very strange problem, when I place some of my bats in one direction the lights don't work?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FARS%2FARSSR005.jpg&hash=49981a2bf8f215882ab88f66f0a9e283a8faa7d8)
Both the Flat River and Sunken River have been updated, and posted at SimPeg. I am close to posting the whole set at SimTrop.
A small Peek at an upcoming project.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FDeep%2520Surveyor%2FUSC001.jpg&hash=c2a5d81b542c2ec7a5d1a9dfb7f638302c96a92d)
ARS Sky Walk:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FARS%2FSkyWalk003.jpg&hash=c9194891812386c15220a5af9444adb9f8d979ca)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FARS%2FSkyWalk004.jpg&hash=f024f8b7561bc9bb8f1e25786de0d3a7a84e2027)
fantastic work &apls &apls
Really great work here. Are those gren tube like things underwater passages? THey are pretty interesting.
I have one observation though:
On the raised river, It may look even better if the base textures were transparent. That way it would blend in better with the ground. Or maybe a dirt texture may look better becuase grass usually ends up dead under bridges becuase it doesn't get any sunlight.
Great work though. I really look forward to using these
The "tubes" are indeed under water passages. They are part of a project I am calling "Under Sea City", for now. It is possible I might change it to The Atlantis Project, or something else.
I will most likely use transparent textures for the raised rivers, before I upload to the Stex. It's an easy enough fix.
Becca I like the name Atlantis Project for sure!!!
Didn't I have an idea like that once? Let me see....
Ah! Here it is! (http://sc4devotion.com/forums/index.php?topic=1831.0) And I distinctly remember you offering to help with it, Reba. What a coinkidink, eh?
You expect me to remember from that far back :)
Well, I am still working on it. :)
Yes, yes I do. I did, you should have! :P
More ARS Stuff
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FARS%2FARSRRLock002.jpg&hash=3fe82939ee231a5aae51fb3924c83571d29f1122)
Becca, can you show me the modell of that step from gmax / 3ds ? Because the falling water doesn't look right to me.
If it is a sharp edge the water at the top should be white due to the air below it. If the substructure is rounded to adjust the falling the curve the water isn't white but I somehow have the falling that if the substructure is round it is somehow "wrong round"
I hope I could make clear what I mean. Years ago I had to learn this stuff for my hydrolic exams ...
The step is not rounded, it is a simple slope. I have not added the turbulence effects yet, and that might make a difference. I'll get a picture of the slope, so you can see it. I'd love any hints or suggestions you have.
Edit: Here is the pic.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FARS%2FARSRRLock003.jpg&hash=1aa4a1a66c3c9a5865ba12ffffdc6fbe463a5123)
Becca I take it that is just for the water falling per say for the transition? Is it possible to have a raising piece where the water goes up or is that not feasible?
Not only is it feasible, but I am working on it (lots to do, no time to it all). I have plans for 6 different locks, just be patient with me :)
When (or if) I am ever done, this will be the most extensive Canal / River Project ever done.
I bet about this!
About the step:
There is a relationship between speed and water height as well as between speed and slope.
The steeper the slope the faster the water
That was the easy part, now let's go to the harder part:
With a constant flow rate Q the faster water flows the smaller gets the water level. (Interesting fact that for most Q there are two different water levels: a low one with high speed and vice versa).
You can watch and measure this with only some percent difference in the slope. With such a high slope as you modelled the water will flow rather slowly with a rather high level just until the step. Then it'll accelerate fastly and the depth will decrese significantly. With a big slope like on your step you are able to see it easily.
Because of this you should modell a weir or another kinf of overfall here as the step wouldn't work this way IRL.
Hope that wasn't too confusing ...
Bernhard :thumbsup:
LoL Becca thank you I soo couldnt think of the proper name earlier... God I feel like a NoOb lol
Nordo, thank you very much for the information. Since I am still working on it, I see no reason I can't make some adjustments, and I have a few in mind, once I finish them, I'll post the update, and see what you think.
Pat, I get those kinds of brain farts all the time. Thanks for stopping in with the encouragement.
Lots of interesting things going on here, Becca. I really like the raised canals.
A few new pictures:
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I do like the second pic even though I have some suggestions for it (they may be VERY picky though ... )
1. The turbulences ususally begin shortly before the slope. How much I can't tell - in SC4 modelling it's kind of try and error
2. the water level before the slope should be a bit lower - actually the water level followss a parabolic curve there. I just dunno if such a detail can be seen later ingame ... &Thk/(
3. IMHO you should reduce the steam a bit -even with the full 15m SC4 standart height difference this seems a bit too much for me. Instead of the steam prolong the white water a bit downstream.
4. again a water level thing where I am not sure if it will show ingame or not: where the water from above hit the water in the lower level the water level is smaller for a short distance, then the water level of the slow flowing water in the water level will try to flow back (prevented by the falling waters).
Especially 2 and 4 are very detailled and most people might not recognize ... anyway ...
Bernhard :thumbsup:
In response.
1. If there is a bit of a "wall" at the end of the upper flow (like a dam) then the turbulence would not start early. That was the idea behind this model.
2. Not only would it not be seen, but in this case it would not occur
3. I was thinking the same thing :)
4. You would never see that kind of detail in this game.
I took a ride out to a man made, low, dam near here yesterday, and this new model (except for the mist) is as close as I can get to it.
I do want to make some cosmetic changes to the whole system, but rendering all those pieces is a pain. I saw that someone had made a batch render script for gmax, but at present it does now work right (no textures). Once that is fixed, then I can make my changes, and just render everything while I am sleeping.
those corner pieces are awesome :)
Thank you very much Joe.
those canal pieces are very cool~ :)
Looks great!
I have a suggestion though, check out the third picture
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I think it would look better with an extension of the concrete walls on the slope there how I put it in your picture. This would also make more sense becuase with all the humidity around the waterfall, it would probably cause the surrounding slope to erode. By injecting concrete into the surrounding cliff, you're making sure the cliff won't erode...
... Or at least that's what I think. Anyone here knows some engineering? Let me know if I'm wrong about this, because I'm not 100% sure.
Either way, At least cosmetically, It will look better.
Keep it up because it's really great!
I had already thought about that, but thanks for the suggestion. Honestly though, I had intended the waterfalls to be used with Pegs PPond kit below, as in this picture.
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More cool stuff for the ARS.
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thats pretty cool :D
Joe
Becca I am sooooo drooling!!! WOW!!!!
Wow, Becca, your ARS is getting very extensive now.
The ARS package is becoming very big. I like what I see.....I think I'll have to give this ARS a try once you release it.
&apls
Robin :thumbsup:
rooker: You can get it right now at Sim Peg, however, I am still making changes, and am considering it in beta stage. I think sometime in the next week or so, I will start posting it at ST.
Barby: I was not kidding when I said it will be the most extensive river system in SC4. :)
Will you be doing a dirty version of your ARS? Maybe a narrow ARS, one tile wide, maybe darker water with shopping carts in it. Just an idea. My main focus in my MD is dirty industrial and would love to use your ARS there.
Robin :thumbsup:
Hey Robin I think Becca alread has the LAR project on the stex here (http://www.simtropolis.com/stex/details.cfm?id=19371) and here (http://www.simtropolis.com/stex/details.cfm?id=19370) that might be what you are looking towards???
Unfortunately I cannot get your ARS from Peg's site so will have to wait for it to be released elsewhere.
Barby, I believe the LAR is on the STEX.
EDIT: Oops, meant ARS.
I already have Becca's LAR but will have to wait for her ARS to be posted to the STEX.
Quote from: Pat on July 13, 2009, 08:27:42 PM
Hey Robin I think Becca alread has the LAR project on the stex here (http://www.simtropolis.com/stex/details.cfm?id=19371) and here (http://www.simtropolis.com/stex/details.cfm?id=19370) that might be what you are looking towards???
The LAR is great, but it's more like a empty riverbed. I think that Becca's ARS with the LAR textures will look very great and unique. Becca I really hope you'll do a dirty version as well, as I'm sure many people would like to have a dirty ARS.
no diagonals?
Quote from: callagrafx on July 14, 2009, 03:56:15 AM
no diagonals?
If you did diagonals this ARS would be all over the place.
Good call Cal.
Maybe the transition from wide ARS to Diagonal ARS could be nice and round instead of a sharp 45 degree angle.
Shaun...if it's done right it will look great. As I suggested above. ;)
And thanks Pat for the suggestion but I was also hoping, like Merijn (tag_one), for the same textures for both kits. This way Becca's ARS and the LAR could be used together.
Robin :thumbsup:
Yeah, I agree! A LARDARS would be really great! (LA River & Dirty Artificial Rivers System) ;D
I'm a sucker for realism, and would really love a smooth transition! I think a LARDARS would be perfect! :thumbsup:
I'm looking forward to seeing where you take your ARS, and am loving all the additions!
By the way, are you in LA? Or, alternatively, what is your inspiration? (As a South African I can't say we have any such systems here, or at least not as extensive. The closest thing is probably rural canals for agriculture :) )
First, thank you very much for all the kind words.
Diagonals, and dirty ARS, as well as transitions to the current LAR are already on the drawing board.
Current Sets include:
Rivers - variable width
RR - Raised River
FR - Flat River
SR - Sunken River
Canal - single tile
RC - Raised Canal
FC - Flat Canal
SC - Sunken Canal
Parks - park construction sets
SW - Sky Walk
RW - River Walk
DW - Deep Walk
All will come with MML's and I will also have a master MML option.
Also, if anyone wants to make specialty lots for the ARS, I will share the models.
If anyone has any potted plant models to share, that would be helpful, and credit will, of-course, be given.
Thats great to hear Becca (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.fokzine.net%2Fs%2Fstatic.gif&hash=af8dc63501f9b4553f989e902a353c94a3566860) Can't wait for your dirty ARS
Quote from: RebaLynnTS on July 14, 2009, 08:17:20 AM
First, thank you very much for all the kind words.
Diagonals, and dirty ARS, as well as transitions to the current LAR are already on the drawing board.
Current Sets include:
Rivers - variable width
RR - Raised River
FR - Flat River
SR - Sunken River
Canal - single tile
RC - Raised Canal
FC - Flat Canal
SC - Sunken Canal
Parks - park construction sets
SW - Sky Walk
RW - River Walk
DW - Deep Walk
All will come with MML's and I will also have a master MML option.
Also, if anyone wants to make specialty lots for the ARS, I will share the models.
If anyone has any potted plant models to share, that would be helpful, and credit will, of-course, be given.
Now THAT's a big job :thumbsup:
Quote from: callagrafx on July 14, 2009, 08:55:09 AM
Now THAT's a big job :thumbsup:
Good thing I don't have a "job".
I'm trying to figure out a way to make money with the ARS :)
ARS Resource Pack, ARS Raised River, and ARS MMLs v1.00 have all been uploaded to the STEX.
More will follow in the near future.
Becca, thank you for making it possible for those us unable to download from the PLEX to have access to your ARS via Simtropolis.
It was my plan all along. I just wanted to wait until I got most of the bugs worked out first.
I am also thinking about opening my own site, I just don't have the money to do it right now.
Quote from: RebaLynnTS on July 14, 2009, 01:00:28 PM
It was my plan all along. I just wanted to wait until I got most of the bugs worked out first.
I am also thinking about opening my own site, I just don't have the money to do it right now.
if you want a quick 'temporary' host, I have space.
its looking fantastic btw :)
I just have a quick question though: why is the resource pack indicated to be smaller than the other files? I mean, it's not the end of the world, but from my understanding a dependency pack includes models and props, as well as the UI etc. This dependency / resource pack includes the UI and some unidentifiable model.
It's not a fault or anything, I just wanted clarity on the issue :) I'm assuming the other models are included in their respective packs, along with desc and lot files?
The resource Pack contains files that are common to 2 or more sets. Rather than having multiple copies of the same files in each pack.
(I probably did not explain it as well in the description, sorry)
The model you mention is for the invisible building common to all my sets (I understand the drawback to this method, and have taken steps, as best I can, to overcome them).
Each individual Set contains all the files it alone needs.
There will also be a prop pack, and texture pack, as needed.
A few files do require some of Pegs files, but they are all on STEX anyway.
As I learn new things, I update my files, so don't be alarmed if they get updated often. Most of the time you will not need to replop them any way.
Thanks for the clarification! :thumbsup:
Glad to help.
Becca, I hope you didn't feel rushed in releasing your ARS, especially before all the bugs have been worked out. I don't have time to check any of it out until later this week. But than I'll check out your ARS thoroughly.
Later,
Robin :thumbsup:
Quote from: rooker1 on July 14, 2009, 04:09:49 PM
But than I'll check out your ARS thoroughly.
That's the true LEX scrutineer spirit in you! ;D Makes me feel guilty about neglecting my own scrutineering responsibilities &mmm
Anyway, back to the topic!
Becca, I saw you mentioning something on your site about a "Cross Lands International" or something?
Cross Lands is a project that my husband has been working on (only on paper). It is a large commercial / residential complex with a giant sunken mall, 100 story hotel, and several other buildings. I had thought about building it for Sim City, but it turned out to be too big of a project for my current computer. I am working on plans for it (on paper) to see if I can make it less taxing on my computer.
I am building a new machine, and may wait and build it with that one.
For now, I am having a great deal of fun working on the ARS. The ideas do not seem to end.
Robin. To answer your question. I did feel a "bit" pressured, but what I am releasing is about as ready as it can be.
I do plan to tweak the models a bit but found a way to update them so they will not need to be re-plopped.
Becca wow a lot of brain storming is happening here and I sure do hope your not feeling a bit overwhelmed from all of it... Your doing a great job here with what you have been doing with ARS
Becca, do you use 3ds max or gmax. If you use gmax I can really recommend 'buying' 3ds max. Although it a bit different at first, you can render much much faster and you're able to handle bigger and more complex buildings. So with Max you don't have to buy a new PC ;)
I thought I still had some things for 3ds max 7
Quote from: tag_one on July 14, 2009, 09:28:45 PM
Becca, do you use 3ds max or gmax. If you use gmax I can really recommend 'buying' 3ds max. Although it a bit different at first, you can render much much faster and you're able to handle bigger and more complex buildings. So with Max you don't have to buy a new PC ;)
I thought I still had some things for 3ds max 7
Actually, she probably will as Max is a much greater resource hog...If you are looking to build a render PC, then don't look at anything less than Quad Core with 4GB RAM as a minimum..and ideally a 64bit version over 32bit.
Quote from: callagrafx on July 15, 2009, 01:19:16 AM
Actually, she probably will as Max is a much greater resource hog...If you are looking to build a render PC, then don't look at anything less than Quad Core with 4GB RAM as a minimum..and ideally a 64bit version over 32bit.
Work just bought me one of those ;D
Quote from: BarbyW on July 14, 2009, 12:29:12 AM
I already have Becca's LAR but will have to wait for her ARS to be posted to the STEX.
I meant the ARS, wrong set of acronyms, oops.
Right now I use GMax. Being on Disability my financial resources are very limited (other factors, I won't go into, have caused problems as well, but I am clearing those up).
My plan is to start building a PC for rendering and for gaming, which I can do in stages.
Right now I have 1.5 gigs of ram, which is a recent upgrade from the .5 I had before.
On another Note, the Raised Canals will be going on STEX later this evening.
The ARS Raised Canals have now been uploaded to the STEX, and the ARS MML Pck has been updated to include the MML for the RC.
Quote from: Diggis on July 15, 2009, 01:32:19 AM
Work just bought me one of those ;D
I've just had to buy another one, network the two together to do distributed rendering with Vray...I have a scene I need rendered that will be printed 4m x 3m so needs to be around 20,000 px wide :shocked2: and one machine just won't cut it.
Quote from: callagrafx on July 15, 2009, 03:59:12 PM
I've just had to buy another one, network the two together to do distributed rendering with Vray...I have a scene I need rendered that will be printed 4m x 3m so needs to be around 20,000 px wide :shocked2: and one machine just won't cut it.
Yeah, mine wasn't bought for rendering but when the tech realised it was slightly more powerful than the Modelling machines we have they got distibuted rendering added to them. Fortunatly I have control over when that is on with my machine. ;)
The ARS Flat River and Flat Canal sets are now both on the STEX.
The ARS Sunken River and Sunken Canals are now on the STEX.
Now on the STEX
ARS RR Double Height Addon
ARS SR NAM Extender Style 2 Addon
Sure has gotten a bit slow in here.
Some new things for the River Walk ... still in development.
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wow stunning work and details there Becca the river walk is just stunning!!!
The ARS River Walk Base Set is now on STEX. Enjoy.
Still in development . . .
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Is that a lock Becca? The doors and the sides look a little thin. Thats a lot of water they are retaining. Also, the doors need some way of opening, and somewhere to open them from.
Hi Becca! I agree with Shaun (Diggis) that the walls on the side are a bit thin. Even with the use of high strength concrete I think those walls can't handle the massive loads of the water in the lock. If you want to make the lock look realistic you should make the walls about three times as big ;)
excellent work becca &apls
Thank you all for the comments and suggestions, I have taken them all into account with the redesign. I did want to mention that the doors are the type that are lowered straight down, and then back up. It was the best way to do a variable width lock. Eventually, there will be a second set with out walk ways that can be mixed and matched with the these, to build all kinds of combination's.
Quote from: RebaLynnTS on July 22, 2009, 07:44:12 AM
I did want to mention that the doors are the type that are lowered straight down, and then back up.
Do you have some images of this style? It's not one I am familiar with (albiet I'm no expert, but living in London gives plenty of opportunity to see locks in action and I was thinking of modelling one) and I'm not sure how it would work as the water spilling over the top of the door would take the boat with it.
I would also be interested in seeing a pictur of a lock of this type. We used to have a boat on the canals in England I never saw one like this.
This (http://visual.merriam-webster.com/transport-machinery/maritime-transport/canal-lock/canal-lock.php) is where I got the idea from, however I have not been able to find a real life picture so far.
The water pressure acting on the bottom of the canal walls and lock gates is really huge.
Take a look at the side of the canal in your reference picture (under the word "ladder"), and you'll see how much wider it becomes further down.
Looking at your raised ARS I'd say the sides are far too narrow. They need to be quite a lot wider, especially further down.
The locks need to be of really strong framework construction (often they have steel plates only on one side).
The taller they are, the stronger the need to be...
Here's a picture from the Panama Canal. The thickness of this lock gate is some 8-10 ft:
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In order to ease the closing and opening, the lock gate halves most often close like that, in a wedge.
In this case the hydraulic cylinders are pushing the gate halves towards each other.
Otherwise it would be a lot more difficult to get them to close watertight.
The lock gates in your picture don't seem to be any wider that the light poles...
I'd say they should be at least as wide as the walkways.
And the bottom of the canal sides should be even wider (unless they are dug into the ground)...
The side walls of the raised river are 4 meters thick, just like the real thing. When I designed the project I used measurements from as many real world sources as I could find. As far as the Lock goes, I am doing a big remodel. I hope to have a new picture in a day or two. Sometimes I get in too much of a rush, and don't properly think things through, which, by the way, is why I am grateful for all the input.
Quote from: RebaLynnTS on July 22, 2009, 07:44:12 AM
I did want to mention that the doors are the type that are lowered straight down, and then back up.
I was already expecting that. In my hometown we have a lock that functions that way. Here some pictures. If you want some more pictures and details just ask. There's a bridge next to the lock so I don't mind taking some pictures of the structure :)
Here some shots I found on google. The lock is called the Beatrixsluis and is located in the city of Nieuwegein
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And a detail of a door
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Correct me if I'm wrong Merijn (It has been known to happen, once. I thought I was wrong, but I was mistaken :P ) but those gates lift UP to let the barge through, not recede into the ground. Going up allows the water to come out from the bottom of the lock meaning there is no flow on the top leaving the boat/barge to slowly lower without running over the top.
^^ Indeed. I thought Becca was planning to make that, I should had to read her post more carefully &ops
Reading has never been my strongest point :D
So to get it right; the door disappears in the ARS lock and than the barge goes trough it? Sounds a bit like that project in Venice to keep floodwater out of the city.
Quote from: tag_one on July 24, 2009, 03:53:30 AM
Sounds a bit like that project in Venice to keep floodwater out of the city.
It is very much like that.
Diggis: If the water level is raised or lowered to the same height as that on the other side of the door, before the door is opened, then there should not be any flow when the doors are lowered (just some back wash, but that comes from both sides, and has little to no effect on the barge).
I chose this design (for this lock) because I wanted it to be variable width, and that worked best. On another note, I do plan to make other designs, but they will all be fixed width (1 or 2 tiles wide)
Quote from: RebaLynnTS on July 24, 2009, 06:48:53 AM
Diggis: If the water level is raised or lowered to the same height as that on the other side of the door, before the door is opened, then there should not be any flow when the doors are lowered (just some back wash, but that comes from both sides, and has little to no effect on the barge).
Correct, sorry I thought you were intending the water to spill over the top when the doors were lowered. The locks I've seen have a door at the bottom of the gates to let the water through from the base into the next section.
Well, I have learned one thing from all this. I will be sure to but in an explanation of how the lock works when I do the read me file :)
NOTICE: All ARS files have been updated. Currently the updated versions are only on the PLEX. I will be uploading them to the STEX no later than tomorrow night. Once done both sites will be current. ALL ARS Updates and new lots are now on STEX.
NO reploping will be needed.
Now I have a question. How can I set up one of my lots to supply income to the city, based on the size of it's population?
(I'll be researching this, and if I find the answer, will be sure to let you know.)
The first set of the MSS has been revised and re-released on the STEX.
Thought you might like a look at one of my other projects. The Modular Motel System.
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Cool idea! :thumbsup:
Nice idea, thoug I suggest to finish up one project, before moving to the next one.
Regards,
Korot
As if any of the projects I am working on could ever be "finished". However, I spend most of my time on one project, and dabble with the others for a change of pace.
The ARS Sunken River to Flat River transition (http://www.simtropolis.com/stex/details.cfm?id=22158) has now been posted to the STEX.
What is the one main problem with canal locks for Sim City right now?
You are stuck with what ever some-one else makes for you. Granted they are all very nice, but they have limited uses.
Are you ready to break free of those constraints?
.
.
.
Announcing . . . Under construction as we speak . . . The Modular Lock System for the ARS.
Film at 11 (Actually, pics to follow in a day or two, if not sooner).
Modular lock System, you mean those you´ve shown previously with the wierd and ugly lock doors?
Regards,
Korot
Yes, but with much better doors. Plus, a variety of doors you can pick and choose from.
Here is a new photo.
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Looks great Becca! I really like the idea of the MLS ARS :thumbsup:
yeah that looks fantastic, a suggestion though: can you make pieces for an open lock?
Joe
All of the lock pieces use timed props, so the doors open and close, and the water level goes up and down during the 24 hour game day.
There will also be pieces to simulate River traffic.
I like the look of the modular lock. it should open up some interesting design options for people's canal systems.
Just wondering whether there should be some safety rails on top of the gates to allow people bringing their boat through the lock to get from one side to the other.
I am pretty sure most people stay in their boats while they go through the locks. Also, this set of doors raises and lowers (into the water) so walk ways would not be practical. I am planning several variations (Some with swinging doors), and several pedestrian crossing options. What you see here is just the beginning (it has to start some where).
Quote from: RebaLynnTS on August 01, 2009, 05:55:14 AM
I am pretty sure most people stay in their boats while they go through the locks.
I guess that depends on whether there's a lock operator, or you do it yourself. The raising/lowering gate
would make a walkway 'slightly' impractical though!
Before anyone asks, I am still working %%Order?/ on the lock operators shack. :)
Quote from: RebaLynnTS on August 01, 2009, 05:55:14 AM
I am pretty sure most people stay in their boats while they go through the locks. Also, this set of doors raises and lowers (into the water) so walk ways would not be practical. I am planning several variations (Some with swinging doors), and several pedestrian crossing options. What you see here is just the beginning (it has to start some where).
Most UK locks (that don't don't have a lockkeeper) require a minimum of two people to operate....one to open the gate and the other to drive the boat through. Have a read of this to get a better idea of how and why locks operate the way they do....
http://en.wikipedia.org/wiki/Lock_(water_transport)
Also, the current gates look like they are made from plywood...lock gates are treated with waterproofing (creosote is generally the chemical of choice) so would appear very dark in colour.
Thanks for the article, very informative. I do intend to make several variations on the doors (and other pieces), including wooden ones.
I also want to make MLS sets for other canals.
Someone asked me about corner waterfalls.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FCornerWaterFall.jpg&hash=e4d884ae64e93886461e86dd140665b102a1c6d9)
NICE!!!!
what about diagonal ones?
Joe
Working on them :)
I'm trying to find the best way to do them.
The best kinda diagonal plops I have come across are MAS71's rivers. Check them out if you dont know what I mean :D
Joe
I'll do that
Great work Becca I always missed that piece :thumbsup:
Did someone mention diagonal water falls?
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(Not finished yet).
That's a cool idea! It'll be useful for sure!
Quote from: RebaLynnTS on August 02, 2009, 01:07:47 PM
Did someone mention diagonal water falls?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FDiagonalWaterFall.jpg&hash=883f6ba922b73218b1d8e630caee9a2e63c22d42)
(Not finished yet).
Excellent work for this one . I`m sure this one gonna be very popular. &apls &apls
Great idea! Ill definitely have this! :thumbsup:
I like the idea. I will definitly try it!
It is now available on SimPeg. Should be on the STEX sometime tomorrow.
&apls &apls Thanks a lot . This gonna be a must. :thumbsup:
Quote from: RebaLynnTS on August 02, 2009, 01:07:47 PM
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I've just got one word here: SWEET!
The PPond Diagonal Waterfall Addon (http://www.simtropolis.com/stex/details.cfm?id=22214) is now available on STEX.
The Outer Corner Lot may not work with some Diagonal Edges Mods, and I am working on a new lot to overcome this problem.
oooh my Becca wow!!! I am speachless here daang!!
The Flat River End (http://www.simtropolis.com/stex/details.cfm?id=22228) lots have been released on the STEX
Watch out for the curves.
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CARS? :P
In case you were wondering where the S curves were . . .
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Quote from: RebaLynnTS on August 12, 2009, 12:30:02 PM
In case you were wondering where the S curves were . . .
SARS, I know kind of an open goal :)
:)
For those looking for more diagonal canals, I present
Raised Canal Diagonals (First Look)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FARS%2FARSRCDiag001.jpg&hash=734c7a777029275aa668798ee7db8f02b3727348)
Also, Raised Canal Curves.
http://i258.photobucket.com/albums/hh245/RebaLynnTS/My%20BATs/ARS/ARSRCDiag002.jpg
Here is a little something else I have been working on.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FIndPL003.jpg&hash=78c2f5e66465be75e243d9fdc454b78508f53d79)
ARS Sunken River . . . Version 2
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FARS%2FSR001.jpg&hash=d2def98f4b1162ed2d0a7f212a39cde0fc5f045e)
:o nice!!!!
Joe
moin RebaLynnTS,
that looks really interesting ... i'll keep track of that one! :thumbsup:
though, i don't use your sunken rivers but i might think about your new one!
cheers
b_schlurf
Huh, seems great minds think alike...
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Although my mum used to always follow that with fools seldom differ... &mmm
JoeST, beutelschlurf : thank you both very much.
Diggis, that is very nice indeed. You know what they say "Variety is the spice of life" :)
For sure, it's just funny the way things work out really. ;D
OK, that's what I'm talking about! Both are a long time request as they would fit in excellent as a downtown water walk. Of course, I wouldn't be opposed to a embankment/seawall conversion ::)
Jayson
Quote from: sithlrd98 on August 24, 2009, 06:00:44 AM
Of course, I wouldn't be opposed to a embankment/seawall conversion ::)
Jayson
And I am not opposed to doing it :)
New front gate for my Industrial Parking Lots.
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These will not be released . . . until I am done with them :)
No more rushing for me.
Might as well show this off as well :)
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Very nice corner! I'm not too fond of the textures tho but otherwise its very nice, great job.
Quote from: Leodido on August 25, 2009, 11:51:37 PM
Very nice corner! I'm not too fond of the textures tho but otherwise its very nice, great job.
Thank you. Even if you don't use them, I am glad you like the job I am doing. Thankfully, there is plenty of variety to choose from :)
That's one of the things that keeps this game great.
Still working on my Under Sea City Project.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FDeep%2520Surveyor%2FUSC006.jpg&hash=dda4ae696253c2153e87327bd78862bf1a6496c1)
A little more progress on the ARS-R
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FARS%2FSR003.jpg&hash=6876f7a82920e96bd4407ce7d07aa7ba04326d3f)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FARS%2FSR004.jpg&hash=83e0de56270b01a3997335315795965844b2af7d)
that is awesome, can you do a nice one tile wide overhang (as in three tiles wide, with one tile for the road?
Actually the overhangs are both 1 tile wide. There is a left one, and a right one. This way you can do under network pieces for any width network.
so if you overlap the either-side overhangs, does it look 'right'? I was meaning a three tile wide piece with the middle tile allowing one tile networks to cross it, and it being only attached at one side, thus overhanging by two ;)
Joe
I see many streetlights. Please tell me those a bright and fancy nightlighted ;D
Nice work btw! maybe you could make the bricks a bit less saturated next time or add some dirt and green stuff where the bricks meet the water ;)
Quote from: JoeST on August 28, 2009, 01:33:45 PM
so if you overlap the either-side overhangs, does it look 'right'? I was meaning a three tile wide piece with the middle tile allowing one tile networks to cross it, and it being only attached at one side, thus overhanging by two ;)
Joe
You can use the two lots I now have to make a single tile wade NAM bridge, and it turns out fine. To make a double overhang, I'd have to make an offset prop, but I can do it. If I see a need for it, I will make it.
Quote from: tag_one on August 28, 2009, 01:38:30 PM
I see many streetlights. Please tell me those a bright and fancy nightlighted ;D
Nice work btw! maybe you could make the bricks a bit less saturated next time or add some dirt and green stuff where the bricks meet the water ;)
I tried desaturating the bricks more, and I did not like them. I am working on a stained texture for the lower walls now, and will add it when I re-render them :)
The large arches are also getting a better texture. Some things you just can't "see" until it is in game :)
A both sided overhang is fine for me :), I just didnt know if the overhanginess would interfere with each other. Thanks for confirmation :)
Joe
so the canals type BAT is very impressive. the project reminds me of the Wacker Street portions in Chicago, which I've been dying to see someone BAT. all you would have to do is enable transit on them and connect them to streets or avenues. it is multilevel. maybe you could try your hand at it in the future!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fchicagopc.info%2FChicago%2520postcards%2Fstreet-aerial%2520views%2FCity%2520sts%2Fwacker%2520drive%2520and%2520river%2520257.jpg&hash=2349cd9fdde780f5b065b3f7690a7a12acb9e734)
Actually, that is what it is roughly based on.
great job on your canal set :) Looking really good
Thank you, here is a bit more progress.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FARS%2FARSR001.jpg&hash=37ca732fd661a02a607ebb8a1f6989fab2596e01)
I think you should make bridge pieces that hide the nam bridges under brick arches that are 2 tiles wide
I probably will, eventually. There is no shortage of ideas, that's for sure.
A look at the new Raised River
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FARS%2FRR001.jpg&hash=d09d4ff1254b2b767989a0022b13a1a05fa379ff)
And a new SciFi Power Plant
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Been away for a while, starting to get back into things. Right now I am working with Pegasus on a new project over at SimPeg.
You are doing a great job on the canal.
Excellent job on the canal....very unique! ;D
The canals look really good!
Thank you very much. sadly, due to a computer crash, I lost all my files. I will have to restart from scratch, But this gives me the chance to improve them :)
However, I will not be very active for a few weeks as I have become ill. As soon as I am back on my feet, I will be back at it.
Becca I know the feeling and you get yourself back on track there!!
Well, I am back on track. And I have BIG plans for the ARS (Artificial River System).
I am dividing it into three types (Industrial, Commercial, Residential) and here is a first look at all three.
NOTE: These will not replace the original, but will compliment it.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi258.photobucket.com%2Falbums%2Fhh245%2FRebaLynnTS%2FMy%2520BATs%2FARS%2FARS-I_001.jpg&hash=cb7d3fd9356a9a9cd26aff43e759acfaa550593e)
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Decided to put the ARS on hold for now.
Working on a new project ... MPG (Modular Petroleum Group)
He are a few pics.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F9297768%2FMPG%2FMPG-Test-Apr.jpg&hash=6b65d99570e718b3bcdf8c7801895857988833c9)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F9297768%2FMPG%2FMPG-Test-Jun.jpg&hash=d79d21faacc9a4000269d526bbd683887fe734c4)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F9297768%2FMPG%2FMPG-003.jpg&hash=748eac46f5f50e808e9dd3c07ca147239eba3bf0)
MPG looks nice, especially for industrial areas! &apls
Thank you.
I've been gone for a while (RL problems) but I'm back, with something new.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F9297768%2FFFTC%2FFFTC017.png&hash=20f1dcc1437159a207135d0bbaaf41cd7b10e982)
Nice looking fire fighter training center. :thumbsup:
Thank you very much.
WOW! That's really nice! I can't wait for it to come out.
I'll be sure to mention it here, when it is done.
Original choice for batting, I like it. Some suggestions: accentuate the fire stains on the Burning building simulator, maybe make them a tad bigger. Maybe some rust on the chlorine tank, leaks, I would imagine cause such things to rust. And there is something about your roofs, maybe slightly modify the textures to suggest that the hole thing is not a single sheet of corrugated steel. The brick texture on the burn building simulator, the wall textures on the search & rescue building and the confined space trainer looks tiled, I suggest add some variation to them, not much but just so that it doesn't look tiled. Hope this can help, and keep up the good work.
looks really good!
are you planning to use them in 1 structure or in puzzle pieces to create your own education centre?
antn: Thanks for the suggestions. I plan to implament as many as I can. The textures for each wall on every building is unique, and not tiled. I am not as good at textures, as I'd like to be, but I am always learning.
Buzzit: This set will be modular, so you can arrange it anyway you like.
As with all my creations, feel free to relot, repackage, and re-upload as you wish, just remember to give credit where it is due.
Wow always wanted to see the Hero back Batting!
Great work becca/rebalynn¿
May I suggest that you use bump maps for some textures they will make the model more realistic.
-Ernst