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Earwax_Man's BAT Workshop

Started by earwax_man, December 02, 2009, 10:45:21 AM

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thingfishs

just in case it appeals to you I would love to see a version of the Q1 building, which is/was the World's tallest residential building, located in the Gold Coast, Australia.
It is also the tallest building in the Southern Hemisphere at 322m.

    

earwax_man

I've finished my futuristic station, this is the final version ;D

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thingfishs

looks great earwax man,
what are those potted plants you're using there?

earwax_man

Yeah, they're potted. I'm just rendering the night time view now. I'll post pics of it soon. Do the potted plants suit the station? I though some foliage would look nice. :)
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thingfishs

 :D Sorry you misunderstand, not "what, are those potted plants?" but "what are those potted plants" :D
Yeah I think they look good, and I may use one, if the scale is close enough, on my winery. As for fitting this, I think the rules are a bit different with futuristic type BATs and it's more up to you than usual. For my money they look good.

earwax_man

The station is now uploaded to the STEX:
http://www.simtropolis.com/stex/details.cfm?id=23100

:)

Here's my progress with the ATEX tubes:


;D
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earwax_man

I'm finishing thi station, what od you think of it, and where could it be improved?

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cogeo

I think the first thing you have to do is try to make transparency work with the tubes. Without this it the whole project will be doomed to failure (OK, not completely, you can modify the station BATs a little and release them as a normal monorail stations, but that's not what you were after, right?).

BAT-exported models are not very much suitable for use as (tiled) network elements. Best for this purpose would be models with one zoom/rotation view. They are automatically adjusted for slopped terrain (but better don't exaggerate here). So I think you should take the ingame monorail track model, maybe replace the pylons, and add some sort of "skeleton" and the glass. You can't do this in gmax/BAT, you need a program like MilkShape - I think 3dsmax can do the job as well, but I'm not aware of any tutorial.

puresim

I think the station looks really good so far, the shapes and layout are perfect. It just needs details added to it, I'm sure it'll look great when you've finished it. Your small futuristic station looks excellent btw!

Do all the glass panels need to be glass, could solid walls/panelling not work in some places?

earwax_man

@ cogeo:
But it has transparency, you should check the ATEX thread first before commenting ;)



Hmm... Could you explain the second part a little better? I don't quite understand  :-[

@ puresim:
I'm going to add concrete walls inside :)



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cogeo

Quote from: earwax_man on January 13, 2010, 09:16:24 AM
Hmm... Could you explain the second part a little better? I don't quite understand  :-[

This is a model exported by the BAT, isn't it? And then you made these prop exemplars and used them in T21s, or not? Then I don't know how this will behave on slopes, but I guess not really well. Can you show us some pics?

I think the monorail tracks look interrupted ("dashed" ) because of the ring at the back; it is projected on the front face of the LODshell, and hides everything behind. Also there's no shadow, so try setting the "Is Ground Model" property in the prop exemplar to True.

Take a look at the monorail track model. It doesn't have 20 Zoom/Rotation views (S3D files) like BAT-exported models, instead there is only 1 S3D (used in all Z/Rs). Such a model can easily be processed by the game, like be bent on slopes. Preferably it should be merged with the monoral track model itself. And of course you need a program that can edit (or export) 3DS files; definitely the case with MilkShape, not sure about 3dsmax.

earwax_man

Here's a little project I'm working on, I still have to model the base, but I have the main tower finished. What could be changed to make it more pleasing?

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earwax_man

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SimFox

Something is seriously wrong here on many levels...

1. technical
Shadows are extending to the wrong direction.

2. design and modeling
sizes don't make any sense when one compares those escalators to the building. Either escalators are hugely blown up, or a building is ridiculously small.
No common sense is present in the design - it seems like everything is done from planes, meaning nothing has any depth to it.

You should either think of how this thing is constructed, or better still to find some tech drawings of he actual building and study them, may be try to re-create it. It will give you sense of the reality and your models believability.

earwax_man

I've kinda let this skyscraper fall into the wastebasket in order to try to BAT real life buildings. My first attempts at BATing the Heineken building in Dublin:





It's only a rough export (so far). I still have to add more detail and textures. :)

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Myself.or.?


Since you where asking for ideas about skyscrapers, I would have a suggestion. The new HQ of the Lombardy region in Milan. It is slightly wierd and, since it isn't even finished yet (from the inside), nobody has done it so far.

A couple of pics can be found here: http://www.archiportale.com/progetti/schedaprogetto.asp?pag=1&idprog=374&immagine=m_374_7.jpg
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Korot

The word 'Heineken' is hardly visible on the day shot. In fact, I wouldn't even have known they were there, if they didn't light up on the night shot. Without having any pictures of the building, I would guess that the actual letters are also coloured green, as well as lighting up green.

Regards,
Korot

earwax_man

Quote from: Korot on April 02, 2010, 08:27:06 AM
The word 'Heineken' is hardly visible on the day shot. In fact, I wouldn't even have known they were there, if they didn't light up on the night shot. Without having any pictures of the building, I would guess that the actual letters are also coloured green, as well as lighting up green.

Regards,
Korot

Will do!

This is a RL shot of it:


There's no green lettering during the day, but there is at night.
:P
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vester

Try to darken the tile texture to bring out the letters.

At the moment there is no structure on the stones.

earwax_man

Wow it's been a long time since I updated my BAT thread. For anyone that wants to know, I'm working on Ireland buildings on Simtropolis in this thread.
http://www.simtropolis.com/forum/messageview.cfm?catid=37&threadid=116927

I'm going to continue to post there instead from now on.

Have I improved much? ;D
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