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September 23, 2021, 09:25:51 PM

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Author Topic: Buddybuds Expansive Attempts at Anything & Everything.  (Read 132389 times)

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Offline mightygoose

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Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #20 on: December 22, 2007, 10:22:24 AM »
they are cracking.... i mean absolutely spanking...
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Offline bat

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Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #21 on: December 22, 2007, 10:33:04 AM »
Fantastic work on that! Looks wonderful.

Offline jeronij

Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #22 on: December 22, 2007, 02:29:06 PM »
Excellent progress  :thumbsup: . The more I look at that green texture the more I like it ...  ;)
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Offline Silur

Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #23 on: December 22, 2007, 03:31:56 PM »
Yes, this a fantastic work - this a GREAT !!!
I know about some distant of this for me - but I like it very much - THANK YOU !!!
« Last Edit: December 22, 2007, 03:36:23 PM by Silur »

Offline thundercrack83

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Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #24 on: December 23, 2007, 12:32:11 AM »
WOW!

Magnificent work here, my friend! I can't wait to see more progress!

Offline Pat

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Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #25 on: December 23, 2007, 03:57:47 AM »
BuddyBud that is simply stunning WOW!!!!!!!!

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Offline buddybud

Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #26 on: December 25, 2007, 06:50:04 AM »


merrry christmas everyone
« Last Edit: December 26, 2007, 02:22:36 PM by buddybud »

Offline bat56

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Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #27 on: December 25, 2007, 07:11:15 AM »
Your progress has been rapid. I love better and better this project, like all your oldest indeed!  &apls

merrry christmas & Take Care!

Sam  :thumbsup:

Offline bat

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Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #28 on: December 25, 2007, 07:13:42 AM »
Great new picture there!
Merry Christmas to you, too!

Offline Silur

Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #29 on: December 25, 2007, 07:16:48 AM »
Excellent work again !!!
Merry Christmas to You ...

Offline thundercrack83

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Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #30 on: December 26, 2007, 05:48:12 PM »
Magnificent job, buddybud!

Merry Christmas, my friend! Well, it's Boxing Day now!

Offline vester

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Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #31 on: December 26, 2007, 05:51:02 PM »
Merry Christmas Bubbybuds.

That shadow in the second pictures looks off. Maybe it's the wall around (almost) it and the missing support of the el-rail?

Offline SC4BOY

Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #32 on: December 26, 2007, 06:43:55 PM »
That looks pretty clever.. nice work..

Offline buddybud

Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #33 on: December 27, 2007, 05:59:55 AM »
  Posted by: vester
  That shadow in the second pictures looks off. Maybe it's the wall around (almost) it and the missing support of the el-rail?

actually thats the shadow from the ingame maxis shadows....so if its off blame them...lol...but mostly it looks out of wack because none of the supports or skirt are made yet....unless i missunderstood you...lol.

thanx everyone else

Edit. the more i look at it the more i agree. you'll note this is the first time i think i posted looking at this angle. i plan to slightly illuminate those side renders to bring out the detail and kill the optical illusion.

heres a picture showing the illusion illustrated using an upside down purple u placed over a building confirming its proper angles. but over the track it still looks out of whack even though the angles are true and its an identical copy to the other. i think bringing colour and details into the blacked out sides will help overcome this.  And i dont think the unfinished diagonals are helping at all...lol.



below off topic
ignore the industry textures. just demonstrating some extreme prop slope conforming diags here. ie no textures.

slope mod


no slope mod


right now the base is made up of 4 slightly oversized triangular props. the thing is that on a slope the four corners stay the same distance apart as the slope increases and decreases.  to make up for that the surface area of the slope face increases as the slope increases. the problem with using one prop would be that it would either be to big or to small depending on the slope angle. On a non-diagonal slope two rectangular props that over lap at the center of the tile works efficiently as shown. however on diagnols there is an additional crease running through the square that immediatly requires you to double your two props into four to deal with the two new surface areas both of which can have variable slope. and thats almost as complex as it gets.... ;) oh and of course there is still cracks viewable..but ill deal with that.
« Last Edit: December 27, 2007, 09:38:28 AM by buddybud »

Offline nerdly_dood

Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #34 on: December 27, 2007, 10:04:36 AM »
Great work!
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Offline Ennedi

Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #35 on: December 27, 2007, 10:39:44 AM »
@buddybud,

It is very interesting what you say about these "slope conforming diagonals", and I see your method of using four oversized props works very well  :)

Quote
however on diagnols there is an additional crease running through the square that immediatly requires you to double your two props into four to deal with the two new surface areas both of which can have variable slope. and thats almost as complex as it

This crease appears in particular conditions (not always).
When you drag a network, it forces the terrain to change according to this network parameters (they are in the exemplar called "Street/Road/etc... Placement Tuning Parameters). Maybe there is a way to adjust these parameters (properties) to force the terrain tiles to be sloped, but without this crease? (Sorry, It's hard for me to said it precisely in English  ;))
Which parameters? Maybe these of them which are responsible for smoothing a network?
In fact, what you showed on your first picture (with slope mod) is just how work smoothing properties.
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Offline Pat

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Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #36 on: December 27, 2007, 05:15:26 PM »
Buddybud simply put stunning!!! This is turning out real well...

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Offline rooker1

Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #37 on: December 27, 2007, 06:52:11 PM »
Great work buddybud.  I really like how this is comming along so far. 
I hope you had a great holiday and all the best to you in the New Year. 

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Offline Shadow Assassin

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Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #38 on: December 27, 2007, 07:18:50 PM »
Quote
Maybe there is a way to adjust these parameters (properties) to force the terrain tiles to be sloped, but without this crease?

Unfortunately, it doesn't quite work that way. The crease effect can be switched on and off using the Terrain Parameters (that's how the Diagonal Fix mod was done)... but the side effect is increased cliffiness. :P
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Offline Ennedi

Re: Buddybuds Expansive Attempts at Anything & Everything.
« Reply #39 on: December 27, 2007, 07:55:36 PM »
Unfortunately, it doesn't quite work that way. The crease effect can be switched on and off using the Terrain Parameters (that's how the Diagonal Fix mod was done)... but the side effect is increased cliffiness. :P

You are right SA - thank you  :thumbsup:
But the crease appears only if four corners of the tile are not on the same plane. I'm thinking about softening sloped tiles along the diagonal line keeping their corners on the same plane and I'd like to know if it is possible.
This problem can be interesting and I will think about it, but maybe I will PM you in next few days instead of cluttering Buddybud's thread  ;)
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