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SimCity 4 Devotion Custom Content Showcase => BSC Creations => BSC Place => Team Custom Content Projects => cal's BAT Cave => Topic started by: callagrafx on April 27, 2010, 03:40:48 AM

Title: New canals? Surely you can't be serious?
Post by: callagrafx on April 27, 2010, 03:40:48 AM
I am serious, and don't call me Shirley  $%Grinno$% $%Grinno$%

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fintro_pic.jpg&hash=0dcf8da7e3211c497aabb8b3f808c1cf86deed04)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FCanal_baseset.jpg&hash=6bb0fbfbdafd9a8c47dd3a256434d1d9723287a2)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fin_game.jpg&hash=1c7ba0e3a0a880fa90b8c507bbc2f240931eabfa)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fexample.jpg&hash=b6aede243fcd8341afed93924290bfe5b1892027)

There will be more stuff to follow, such as footbridges, a rowing club, an "island" restaurant, houseboats and possibly a small marina/boatyard.  But for now, I need to get these packaged and scrutinised and then uninstall SC4 for a little while, as I need the disk space for a paying job  :D
Title: Re: New canals? Surely you can't be serious?
Post by: thingfishs on April 27, 2010, 04:01:56 AM
wow, looks like a fantastic set; I love the stone textures, the water reflections, the arches & stairs.... all round a classy package  &apls

The only minor thing I would suggest that could help (but might be considered superfluous), is an alternate open water tile or tiles, or maybe a larger one. I still focus a bit on the repetition in the water. Maybe it could be a prop family so that when you place the water one of several lots would be positioned, which should lend a bit more of a random, natural feel to it. Just an idea...
Title: Re: New canals? Surely you can't be serious?
Post by: jigsaw on April 27, 2010, 04:06:37 AM
jigsaw starts salivating
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on April 27, 2010, 04:12:34 AM
Quote from: thingfishs on April 27, 2010, 04:01:56 AM
wow, looks like a fantastic set; I love the stone textures, the water reflections, the arches & stairs.... all round a classy package  &apls

The only minor thing I would suggest that could help (but might be considered superfluous), is an alternate open water tile or tiles, or maybe a larger one. I still focus a bit on the repetition in the water. Maybe it could be a prop family so that when you place the water one of several lots would be positioned, which should lend a bit more of a random, natural feel to it. Just an idea...

It's a procedural texture, so no matter how many I render, they'll all look the same  :thumbsup:  The pack will have 1x1, 2x1 and 2x2 water tiles, placed on in rotation so there will be an element of randomness...however with this game, there will always be an element of tiling.  The only way to avoid that is to have flat textures, such as the one in SimGoober's canals.
Title: Re: New canals? Surely you can't be serious?
Post by: SeanSC4 on April 27, 2010, 04:13:37 AM
Those look really good! I can't wait.  &apls
Title: Re: New canals? Surely you can't be serious?
Post by: thingfishs on April 27, 2010, 04:16:51 AM
Quote from: callagrafx on April 27, 2010, 04:12:34 AM
It's a procedural texture, so no matter how many I render, they'll all look the same  :thumbsup:  The pack will have 1x1, 2x1 and 2x2 water tiles, placed on in rotation so there will be an element of randomness...however with this game, there will always be an element of tiling.  The only way to avoid that is to have flat textures, such as the one in SimGoober's canals.

ah, okay... (off to find out what a procedural texture is)  ;)
Title: Re: New canals? Surely you can't be serious?
Post by: Orange_o_ on April 27, 2010, 04:23:45 AM
Tremendous work  &apls,

you can maybe modify only the center of the texture to preserve the tilling ;)
Title: Re: New canals? Surely you can't be serious?
Post by: Diggis on April 27, 2010, 04:24:07 AM
What water colour texture are these.... I know you've been wanting to change to a new colour and if you do I might seriously have to consider redoing your old ones for you.
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on April 27, 2010, 04:31:16 AM
Quote from: Diggis on April 27, 2010, 04:24:07 AM
What water colour texture are these.... I know you've been wanting to change to a new colour and if you do I might seriously have to consider redoing your old ones for you.

Here's the material library...no bitmaps used  ;D  It should work with your version of Max....
Title: Re: New canals? Surely you can't be serious?
Post by: Diggis on April 27, 2010, 04:38:21 AM
Quote from: callagrafx on April 27, 2010, 04:31:16 AM
Here's the material library...no bitmaps used  ;D  It should work with your version of Max....

Rats... I'm going to have to do some work now.. .although so will you :P  Will flick you a PM about this.
Title: Re: New canals? Surely you can't be serious?
Post by: FrankU on April 27, 2010, 04:39:14 AM
Hi Cal,

Nobody in this community will ever be so stupid as to say that a new project is superfluous. Especially not if the results are so beautiful. But what would give your canals this extra attraction would be diagonal canals and some kind of compatibility with Diggis' ponds and streams.... Are you going to make these?

Great work so far. :thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: Girafe on April 27, 2010, 04:45:17 AM
Awesome Callagrafx   &apls &apls

I really enjoy the effect of the water and textures are amazing !!!

very nice work  :thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: Rady on April 27, 2010, 05:28:48 AM
Those pieces do look astonishing indeed!!!  &apls &apls &apls &apls

And may I dare to support FrankU's suggestion for diagonals ....

Title: Re: New canals? Surely you can't be serious?
Post by: noahclem on April 27, 2010, 05:31:34 AM
WOW!

Starting to second-guess having spent the last couple weeks meticulously terrain editing my new city's river for retaining walls, bridges, etc. (Tentatively) the best- and most realistic-looking canal set to date!
Title: Re: New canals? Surely you can't be serious?
Post by: canyonjumper on April 27, 2010, 05:48:50 AM
Awesome! I love the texture!

               -Jordan :thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: MAS71 on April 27, 2010, 08:15:23 AM
Hello CAL san  :)
Yes, That's beatiful and real water here !! &apls
I have a regret a little for my water in my JRP Lots :-[
so I think now that want to remove and change water-texture with your nice one if it possible to easy.  ;D

Nice work CAL san !!  :thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: nekseb on April 27, 2010, 10:46:20 AM
Great - it looks like real-life!  &apls

And the water is wonderful, especially the reflection at the water is awesome.  :thumbsup:

May you make some more plaza-pieces with the same pavement and some benches to expand the area near the canal ?
Title: Re: New canals? Surely you can't be serious?
Post by: littlefriend420 on April 27, 2010, 11:47:57 AM
Oh, my god. They're beautiful!
Title: Re: New canals? Surely you can't be serious?
Post by: k808j on April 27, 2010, 11:54:56 AM
Excellent.  :satisfied:
Title: Re: New canals? Surely you can't be serious?
Post by: Connor on April 27, 2010, 12:15:05 PM
Beautiful. Definitely keeping an eye on this.

Very nice work Shirley Cal  :thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: io_bg on April 27, 2010, 12:39:28 PM
Fantastic work, Cal. As FrankU suggested, diagonal pieces would be a great addition. :thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: GrizzlyBuilder on April 27, 2010, 12:44:38 PM
Stunning as usual.  Continue please!
Title: Re: New canals? Surely you can't be serious?
Post by: Fresh Prince of SC4D on April 27, 2010, 01:49:33 PM
What real canals did you base them on?
Title: Re: New canals? Surely you can't be serious?
Post by: blade2k5 on April 27, 2010, 02:27:49 PM
I don't use canals, but if I did, these would be the ones I'd use.  Out of all the canal sets I've seen over the years, this set by far is the best looking I've seen. :thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on April 27, 2010, 03:30:37 PM
Quote from: io_bg on April 27, 2010, 12:39:28 PM
Fantastic work, Cal. As FrankU suggested, diagonal pieces would be a great addition. :thumbsup:

I thought about diagonals, I played about some but had a complete nightmare with the LODs....Because of the game grid, for every straight piece, you need a land and water filler.  For any sort of building to go near them, the land fillers have to overhang, and it's a real mare.  Add in junction/transition pieces and it becomes a whole new ball game.... one I've lost the ball for  $%Grinno$%
Title: Re: New canals? Surely you can't be serious?
Post by: wes.janson on April 27, 2010, 03:46:35 PM
These look AMAZING. Like Blade2k5, I don't much use canals, but these are too good not to give a try.


BTW, Nice Pratchett quote in your personal text area!
Title: Re: New canals? Surely you can't be serious?
Post by: cubby420 on April 27, 2010, 05:16:27 PM
Beautiful canal pieces! Can't wait to play around with them.
Title: Re: New canals? Surely you can't be serious?
Post by: manchou on April 28, 2010, 06:52:04 AM
Wow! This canal is awesome, I love them, very good job, there're perfect  :thumbsup: &apls &apls
Title: Re: New canals? Surely you can't be serious?
Post by: vester on April 28, 2010, 07:48:26 AM
Lee, you just keeps doing fantastic works.

These looks awesome.  :thumbsup: &apls
Title: Re: New canals? Surely you can't be serious?
Post by: FrankU on April 28, 2010, 08:00:00 AM
Well, it's not to disappoint you, but Oppie made some very useful diagonal pieces in his canals.... Can't you steal his (her?) ideas?
Of course I have no idea how much work it is....., 'cause I don't BAT at all.

Anyway, I too look forward to your pieces.
Maybe it would be nice to make some special TE'd bridges. The bridges you can make with the left, right and center pieces are versatile, but not so beautiful. Just another thought to rob you from your spare time...
Title: Re: New canals? Surely you can't be serious?
Post by: Sciurus on April 28, 2010, 08:25:47 AM
Mein Gott! I want them now $%Grinno$%
Those canals are beautiful, really!! &apls &apls

Guillaume :thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on April 29, 2010, 01:31:27 AM
Something for the canals...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FBrixham-sculling-club.jpg&hash=fe1ae5b83b73644f1979c236a29f6c9a70e0c5d0)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FBrixham_2b.jpg&hash=17a75cc9829a1972c9e4e2db47e3f89bc12b0af6)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FBrixham_night2.jpg&hash=bf47ba37a23ffe0c4ef8e0d7c4508e9aa3f53a82)
Title: Re: New canals? Surely you can't be serious?
Post by: Diggis on April 29, 2010, 02:04:19 AM
:o I thought that first one was an exemplar photo...  &apls
Title: Re: New canals? Surely you can't be serious?
Post by: Girafe on April 29, 2010, 02:27:44 AM
 :o  Awesome Callagrafx !!!

Textures are always impressive and I like the logo BSC at the front of the house  ^^


ps : the material do you attached, it's for which version of 3dsmax because with 3dsmax 2010 I can't open it 
&mmm
Title: Re: New canals? Surely you can't be serious?
Post by: daeley on April 29, 2010, 03:15:16 AM
Quote from: Diggis on April 29, 2010, 02:04:19 AM
:o I thought that first one was an exemplar photo...  &apls

yeah, took me a second or two to realize it's not a real photo!
Title: Re: New canals? Surely you can't be serious?
Post by: SimFox on April 29, 2010, 03:31:39 AM
I think those look good!
The tiling "problem" in my mind is non-existent, really... But one thing that may be tried is to make bump denser/smaller size (say under1m). Not sure but it may confuse the eye more.

This time around water has far more accurate look, particularly in regards of reflections which this time are darker than the reflected surface and that's good.

However there may be a little room for improvement.
First of all I feel that the shadows are way too deep. They really go almost into the black holes. So little gamma adjustment to the textures may be beneficial like here:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs40.radikal.ru%2Fi090%2F1004%2F6e%2Fa4f4a2929eeb.jpg&hash=00540e78746ef742d0eb6fe196d650a5d3a8db94)

Same darkness objections go to the Boat house

another little bit is with bridge modules. You may want to extend "ground" a bit further to chop off sky reflection that shows up under the bridge:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi064.radikal.ru%2F1004%2F8e%2F78b6ace3a2d0.jpg&hash=8cdb8f8d84931a04eea6ce1a51c80af56be18724)

On a bit separate note, you can arrange procedural texture to show certain feature in a certain place... Just change "Coordinates source" to UVW system from World and you can move it... On the other hand as I had said in the beginning I don't see any problem with it.

Same "too black hole like" objections go to the boat house... or to be precise to it's roof. It just doesn't look realistic. That something is exposed to the open sky like that and has brightness value of 4... I know it is suppose to be black... But there is no such thing as total black in the world, really. And this roof IS. You may want to hive it some reflection, since everything in the world has some. It will help with the black hole look.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi052.radikal.ru%2F1004%2Fbc%2Fdc93964bfe04.jpg&hash=b31bc92e654cf1564a63da5b2579502775d9ea65)

You also really need more definition in the shadows.

Also the fence here is just too black next the ground that is too white...
It a bit ruins what is otherwise beautiful model

And the last thing... may be a bit different IES profile for the lights at the top part of the building... With less lens effect. I think it would be more in line with not to modern feel of the building.

I notice you've started to see the point for separation of day and night scenes...  ;)

PS
Girafe:

Mat Library opens fine in Max 2010... You have first to unzip it,
then in Mat Editor click on Get Material button
select Browse from -> Mtl Library
File -> Open...

and there it will be Ocean Mat...
On the other hand you don't need to bother with any of this as it is, after all a standard procedural map that comes with Max anyway. Just click on Diffuse map button and select from the list Ocean(Lume) and you're done... (naturally you would need to adjust wave size to something more realistic for a canal...

However, for a canal manually making similar map may be a bit more advantageous as you would have more control over the bump...

All that said, i think water, as is, is absolutely fine!

Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on April 29, 2010, 03:48:07 AM
Quote from: SimFox on April 29, 2010, 03:31:39 AM
First of all I feel that the shadows are way too deep. They really go almost into the black holes.
It's your light rig  :D :D  The deep shadows are caused by the depth of the water...it's 3m below ground.  These renders are HD previews, the final models are SD so a lot of the detailing disappears unfortunately, but the overall effect works OK.

Quote from: SimFox on April 29, 2010, 03:31:39 AM
Same "too black hole like" objections go to the boat house... or to be precise to it's roof. It just doesn't look realistic. That something is exposed to the open sky like that and has brightness value of 4... I know it is suppose to be black... But there is no such thing as total black in the world, really. And this roof IS. You may want to hive it some reflection, since everything in the world has some. It will help with the black hole look.

That's actually a bitmap, but yes I will need to alter it's settings to lighten it up...

Quote from: SimFox on April 29, 2010, 03:31:39 AM
You also really need more definition in the shadows.
Again, your lightrig  $%Grinno$%  The texture is bitmapped but I may add some ambient occlusion to enhance definition, but again this is an HD render, in game that sort of subtlety just isn't there...

Quote from: SimFox on April 29, 2010, 03:31:39 AM
Also the fence here is just too black next the ground that is too white...
It a bit ruins what is otherwise beautiful model
On the list to fix...

Quote from: SimFox on April 29, 2010, 03:31:39 AM
I notice you've started to see the point for separation of day and night scenes...  ;)

Didn't have much of a choice, as I'm using Max 2009 Design.... However having two separate scenes is a bit of a pain as if I adjust on one, I need to replicate on the other.  Any chance you could fix the script so any lights that are switched off remain off?

@Girafe:  It was a material library for Max 2009 Design... it should open in 2010.
Title: Re: New canals? Surely you can't be serious?
Post by: art128 on April 29, 2010, 04:36:09 AM
Those are some sweet canals, Call ! I really love the sculling club and the water texture ! Will you make some boats and barges to go with it ?
Title: Re: New canals? Surely you can't be serious?
Post by: Indisguise on April 29, 2010, 05:59:07 AM
wondering if it possible too, add an easter egg, that would shows maybe a rowing crew or maybe even a race down the cannals by the club  ?  Oxford vs Cambridge type thing, stroke stroke stroke.


These particular ones seem a tad bit low to allow barges or ferry traffic on them though.
Title: Re: New canals? Surely you can't be serious?
Post by: SimFox on April 29, 2010, 06:19:09 AM
Quote from: callagrafx on April 29, 2010, 03:48:07 AM
It's your light rig  :D :D 

:D

It's you material setup  $%Grinno$%

You may want to lighten, like gamma 1.2 bitmaps in Photoshop, or right there in Max (does Max2009 have color correction map?). As for the definition in the shadows - it is NEVER any lighting, but FG settings, or it's interpolation and approximation to be precise. Just try to go for brute forcer FG instead and you'll see the difference. And yes, AO is the answer, more like a must if you don't want to spend forever waiting for accurate FG and has been ever since Arch&Design materials came to be. Another way, better still imho, may be actual editing bitmap you're using for the wall. Presuming you are prepared to UNWRAP it. It may give better look that just AO. And given that wall is rather simple you may consider that. Something along the lines you made at the bottom of the walls - it will certainly look far-far better than any automatic AO.


Quote from: callagrafx on April 29, 2010, 03:48:07 AM
Didn't have much of a choice, as I'm using Max 2009 Design....
Oh no, you do!
You can perfectly continue the old way if you wish. TruNite work flow is absolutely optional. It has always been.
All the parts that produced original night renders are still there and fully functional. However how are you planing to recreate that open/closed door effect? ::)
Still I didn't create it just as you suggest sometimes cause I don't know better. There are clear advantages (workflow, functionality as well as quality related) to such a method and they are the reason I've decided to go that way.

Quote from: callagrafx on April 29, 2010, 03:48:07 AM
However having two separate scenes is a bit of a pain as if I adjust on one, I need to replicate on the other.
Come again! Are you saying what I think you're saying that you after altering something in one scene go and actually REDO the same thing in another? Or am I missing something?

Quote from: callagrafx on April 29, 2010, 03:48:07 AM
Any chance you could fix the script so any lights that are switched off remain off?
Well this is a part of all the version of Bat4Max sc v3 included. And it is a CORE of the single scene scheme you like. So, what is there to fix? So,  removing it will lock anyone into TruNite export. Then you'll REALLY have no choice, the choice you do have now.

At any rate this should absolutely be NON issue. Could you, for instance, show when it is actually visible? May be I'm missing something, but as far as I can tell even if they are on it wouldn't matter a bit. NO night light should ever be visible in day view because of enormous difference in brightness of the natural lighting in the scene.

Here is an illustration of this point. This is a night scene (It is JasonsCWs model I have set Mats and lighting for):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs40.radikal.ru%2Fi088%2F1004%2F2a%2Ffdd35d0bcb81.jpg&hash=6530b014e45bfeb14f2684936ba11faa1b21a736)

and here is same exact scene - same NIGHT scene but with day environmental lighting turned on.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fs52.radikal.ru%2Fi136%2F1004%2F38%2F940e70bc29fe.jpg&hash=a834761e0b0e9198a6e8a542736e48a49b161028)

As you can see well as you CAN NOT see any of the lights despite that fact that they are all still on. Sun and Day sky are sooo much brighter and day exposure is adjusted to them that no artificial light would really be noticeable - just like in real life...
Title: Re: New canals? Surely you can't be serious?
Post by: Connor on April 29, 2010, 08:28:08 AM
Really like the sculling club. Is it based on an actual building in Brixham, Devon?
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on April 29, 2010, 08:38:05 AM
Guess what, it's your FG settings too  $%Grinno$% $%Grinno$%  ... Although I may increase the bounces to 3, which is what I normally set them to.  At game resolution it's hardly noticeable so I'm not too concerned.  The textures all have matching gamma (matching the final result, that is) and the A&D material is set baseline without reflectivity or glossiness. 

As for the whole day/night issue, I use material libraries and self illuminating textures sometimes for windows. And I somehow took it for granted I'd need to follow the two stage render process with your scripts. 

It's no biggie to have two models, I simply work on the day version and then merge the lights from the night version to reflect any changes... and yes, having the ability to change the mesh to reflect a night state is, I agree, a benefit. 

@Connor: Actually no, it's based on the one in Maidenhead, but I wanted to use the B S C acronym and thought it'd tie in nicely with the Brixham Boatyard lot  ;D
Title: Re: New canals? Surely you can't be serious?
Post by: turtle on April 29, 2010, 09:59:57 AM
Wonderful canals, Callagrafx. They really look gorgeous and will be a natural choice once released, even without diagonals. :thumbsup:

May I ask, since you are making them in HD, why are you not releasing them as such?

Regards
turtle
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on April 29, 2010, 10:13:01 AM
Quote from: turtle on April 29, 2010, 09:59:57 AM
Wonderful canals, Callagrafx. They really look gorgeous and will be a natural choice once released, even without diagonals. :thumbsup:

May I ask, since you are making them in HD, why are you not releasing them as such?

Regards
turtle


Simply... filesize.  An SD model of a single piece is around 85KB, an HD version comes in almost double at 155KB.  Multiply that by 12 individual pieces (for the base set alone) and you have a release of over 2MB... and then multiply that by the sheer number that would need to be plopped to create a decent canal system and soon you're pushing the game to it's limit.  It has been generally agreed that HD is reserved for small props, such as roadside signs etc.  Even HD trees will be a bit of a resource hog, which is a shame as Girafe is making some nice ones. 
Title: Re: New canals? Surely you can't be serious?
Post by: SimFox on April 29, 2010, 10:30:14 AM
3 bounces for day is a default setting...
Anyway, it is your creature so you gonna rear it the way you like. I'm just suggestion something to consider...
It is good to see such project going. these are such details that really add a lot to the game...

I absolutely agree with the fact that there is no much point in releasing things like canals in "HD" apart for wasted HDD and memory you'll get inferior Zoom5 .

However, i have to "step in" on the whole "adding up issue". Game instances models. So if your canal set will total say 2mb, even if you plop every tile on a large map with pieces, use each of them, it will never take more than said 2 mb of memory.

Title: Re: New canals? Surely you can't be serious?
Post by: zero7 on April 29, 2010, 10:36:09 AM
Nice work on the new canal set.  I shall look forward to replacing my existing ones.

Are you going to release the models to allow matching additions, as previously?
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on April 29, 2010, 11:16:41 AM
@Simfox: Odd, mine was set to 2.  No biggie, I can check the script and make sure it defaults to 3.  As for the HD thing, while I know it instances, it still has to load and unload images into VRAM and if you're close in and scrolling, it's gonna lag with loads of HD renders....and as the benefit is only seen at Z6 and is fairly crappy at Z5, there is, as you say, no point.

@zero7: Richard, I can do but the Max file will be limited to 2009 or higher, but I can export as a .3ds and include the texture and material libraries.  Replicating the water in lower versions may be tricky but I can include a readme with the relevant settings.  It's just an Ocean Lume as a bump map with flat diffuse colour, but I used an MR Physical sky to get the reflectivity and coloration.  Are you thinking of lowering the water again or having a path?  If so I tried that and the wall shadows really screwed with the water reflection, so much so that each tile would need to be 16m wide by 32m deep.

OK, happy enough with this one, and it's cooking now  ;D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FBrixham_3.jpg&hash=274b05cf7df7e19986769db2aefd2bee0f6f5d6e)

And from the other side:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FBrixham_3a.jpg&hash=097649b323f04729f4248adf5ed5653d7b967e9d)
Title: Re: New canals? Surely you can't be serious?
Post by: zero7 on April 29, 2010, 11:57:17 AM
I'm using 2009 Design, so that would be fine for me.  Thanks for letting me know about the issue with lower water - it saves me trying to update my last set using your water settings and finding I'm wasting my time.  From what you say it would appear that any deeper canal set would need to be separately developed this time rather than an extension set.

I was actually thinking in terms of extending your set with some footbridges and canalside buildings when I asked the question, so was more interested in matching the pieces you're currently working on.

Talking of canalside buildings - that rowing club is a brilliant addition, particularly if there are going to be some boats out on the water to go with it.
Title: Re: New canals? Surely you can't be serious?
Post by: SimFox on April 30, 2010, 12:40:39 AM
Cal, may I ask, have you made those hedges with Particle Array?
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on April 30, 2010, 01:28:37 AM
No... they're part of an old set of models I bought a few years ago...simple meshes but are OK at distance.
Title: Re: New canals? Surely you can't be serious?
Post by: SimNation on April 30, 2010, 12:10:35 PM
Fantastic work on the new set callagrafx.The stone makes the canals stand out quite nicely.
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on April 30, 2010, 04:05:14 PM
After some issues getting the building to line up nicely with the slipway, I've got to a point with the sculling club where I'm happy....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FBrixham_day_ig.jpg&hash=664d07429483b336fb90c3d7d616adc1b3d6268e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FBrixham_night_ig.jpg&hash=ccf14a9f106511c67fabde3af26f12598e676d90)

The LOT is far from complete, it's really a placeholder for testing, however it's more or less what'll be the final in terms of position of building & car park etc, just made oh so much better by Barby.
Title: Re: New canals? Surely you can't be serious?
Post by: cubby420 on April 30, 2010, 04:35:42 PM
The progress looks awesome. I know its not complete but the basic layout of the lot looks very promising.
Title: Re: New canals? Surely you can't be serious?
Post by: Diggis on April 30, 2010, 04:43:02 PM
The markings on the slipway seem a bit dark, and the line of the water seems a bit straight.  You have waves showing in your reflections etc, so you need to reflect that on the ramp. 
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on April 30, 2010, 05:07:12 PM
Quote from: Diggis on April 30, 2010, 04:43:02 PM
The markings on the slipway seem a bit dark, and the line of the water seems a bit straight.  You have waves showing in your reflections etc, so you need to reflect that on the ramp. 

That means displacement... Not sure if the texture will merge properly.

Edit: It does  :thumbsup:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FBrixham_day_ig2.jpg&hash=2c9b3dc119521335006bce8b963ba0cdaf900bcb)
Title: Re: New canals? Surely you can't be serious?
Post by: SimFox on April 30, 2010, 05:34:10 PM
This is not final export, or is it?
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 01, 2010, 02:10:59 AM
Quote from: SimFox on April 30, 2010, 05:34:10 PM
This is not final export, or is it?

maybe, maybe not  :P

Actually, this one is:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbsc_allviews.jpg&hash=37f8ec02476f9efd0674bf8d74cfb84c31427df7)
Title: Re: New canals? Surely you can't be serious?
Post by: joelyboy911 on May 01, 2010, 03:19:13 AM
With everything else so realistic, the ramp simply disappearing at the waterline seems quite artificial to me. It also looks like quite a severe angle for the boats to slide down and be dragged back up. Other than those picky details, I very much like the building.
Title: Re: New canals? Surely you can't be serious?
Post by: tag_one on May 01, 2010, 06:38:14 AM
Lovely work as always Lee!  :thumbsup:
For the boathouse I have some small suggestions. I agree with Joelyboy that the ramp is a bit steep. Apart from that the concrete will damage the boat when the boat hits the ramp. A pier along the full length of the ramp would be better imo. I would also like to suggest some more space to clean the boats. Normally a boat gets cleaned each time it's used. This is to keep the skin free of dirt and other stuff that causes friction  ;)

BTW, I DAMNed you canals. If you want to include the DAMN installer let me know :)
Title: Re: New canals? Surely you can't be serious?
Post by: Orange_o_ on May 01, 2010, 06:54:32 AM
I would make the same remark as my companions. The building and the canal are wonderful, but the slipway isn't perfect.
If you tilt more the slipway, you could maybe have a transparent water?
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 01, 2010, 06:58:45 AM
Quote from: joelyboy911 on May 01, 2010, 03:19:13 AM
With everything else so realistic, the ramp simply disappearing at the waterline seems quite artificial to me. It also looks like quite a severe angle for the boats to slide down and be dragged back up. Other than those picky details, I very much like the building.

The depth of the canal dictates the slope of the ramp...I didn't want it protruding too far into the canal.  And the transition was impossible to make semi-transparent with the water texture, as it would have changed the characteristics dramatically and wouldn't merge with the canals.... I'm going to abandon the slope altogether and do a series of shallow steps, ending with a pontoon.... Which may be more asthetic.
Title: Re: New canals? Surely you can't be serious?
Post by: kimcar on May 01, 2010, 07:11:32 AM
 &apls &aplsExcellent work . I really like the nightlighting.  :thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: SimFox on May 01, 2010, 10:13:00 AM
Roof is a marked improvement, but imho you would need to do similar adjustments to other (well almost all) materials and textures.
But if for a moment I'd like to stay with roof for a moment.That dark splat on it is a bit uniformed. It is a finer point but it could benefit from a little variation... Also the color of it... it look like machine oil, or something... As such it location is a bit odd. I think the "dirt" at the bottom of the roof is far more natural looking in both hue and distribution.

Other things... First the night view, since it had been presented, chronologically, first:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi018.radikal.ru%2F1005%2F86%2F1555dd2e9205.jpg&hash=a73412146c783fe3ac8a65c8ed8bf6f862106440)

Could you tell if this picture had been somehow edited? I mean the color scheme doesn't really coincide with any known night mode. It is clearly not Maxis night, but neither it is darker night be it Gizmo's or mine... It matter particularly if it is gonna be truNight export.

But now to the points I think demand some attention:
1. These IES profiles are no good here. You have small overblown spot and then absolutely nothing.
2. Night lighting on this space is more akin of GMAX than Max2009 - all the light seem have gone to the window frames while living actual interior completely dark
3. Furniture here seem living in the world of it's own, I mean with it's own and clearly different laws of physics. While floor on which say chair stand is brightly lit the chair itself is completely black! Again as in #2 the overall feel is like it is made in GMAX. there doesn't seem to be any light bouncing around in the room You have very brightly lit spots next to completely dark ones...

In the latest day view there are still some places that need attention (along same lines you've given to the roof):

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi015.radikal.ru%2F1005%2F79%2F1c48f1edc22f.jpg&hash=fffe0adf2865547710a773a997a154821c5d0286)

1. These shadows are way to dark and will not go well with the game. Actually they look unnaturally deep in just about any sense.
There are few different approaches to resolve this issue . One being making the ground into separate prop so that it will have games shadows (this will also resolve the issue of the games "sun" not coinciding with the BAT one). But I believe this isn't enough and materail properties, as well as bitmap should be adjusted, back to it in #5.
2. Black holes for a window... It just doesn't look right. Particularly in the case of those large floor to ceiling windows/french doors. Even if the reflectivity of the glass itself is "correct" the overall look isn't. Nothing even black velvet laid on the floor of the space behind those will result in such a black hole. Also given such darkness behind the reflection should be quite prominent even on very slightly reflective surface. All-in -all something is very wrong there. And it doesn't look good, which is after all most important consideration.
Same goes for smaller windows... And even if there will not be any real reflection there should be something... Otherwise they are just black holes, rather than windows...
3. The pattern on this texture looks little unnatural in both placement and the very nature... Color wise it is also a bit off - these hues aren't really natural, and if they are not... what they are doing on place like that.
4. Hedge although better than before still a bit too dark. This is after all bright sun light... and it is just a shade or two away from black.. and it turns in to black in the shade... I'd say it could be in a shade about as bright as it is now in the sun...
5. And back to the paving texture... I feel it to be too dark and to saturated. This is aggravated by the material properties, I believe.



Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 01, 2010, 11:24:49 AM
That night image was post-processed.... Here's a newer version that I rendered this morning.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FBrixham_nightfinal.jpg&hash=4312de60cbae7eb2f7d926175da28464d98ee7eb)

As for the other stuff, I'm pretty happy with what I have, I'm not a great believer in changes for changes sake  $%Grinno$%

...and I can't change the path texture, it ties in with the canals.  :thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: thingfishs on May 01, 2010, 11:46:25 AM
and so you should be. It's a fantastic building. &apls I particularly love the 4WD & boat trailer.
Funny how the one thing that caught my eye is, it seems, the one thing that didn't bother you SF ;)
I also think it's a shame to lose the ramp. even if it is a bit steep; it's just such an interesting feature.
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 01, 2010, 11:50:20 AM
Quote from: thingfishs on May 01, 2010, 11:46:25 AM
I also think it's a shame to lose the ramp. even if it is a bit steep; it's just such an interesting feature.

Fear not...it's not gone, just altered a little  :thumbsup:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fnew_slipway.jpg&hash=e6df2ef10c33bfb0c54d06397c9e32d70ec57f80)
Title: Re: New canals? Surely you can't be serious?
Post by: thingfishs on May 01, 2010, 12:03:59 PM
very nice :thumbsup: It's a good idea bringing the water up into the ramp a bit, looks more natural and provides some transparency. (although on second look, when you look at the side of the ramp it does appear the water is breaking the laws of physics somewhat. Maybe you could find a happy medium...) The new um... footbridge/jetty/pier/ ah, water access, looks great! Some timed props of some fishermen perhaps? (or boats I guess but in my experience, where's there's a way, there's a fisherman ;))
Title: Re: New canals? Surely you can't be serious?
Post by: tag_one on May 01, 2010, 12:54:26 PM
The new pontoon looks much more realistic Lee! Great work  :thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 01, 2010, 01:52:32 PM
Quote from: thingfishs on May 01, 2010, 12:03:59 PM
very nice :thumbsup: It's a good idea bringing the water up into the ramp a bit, looks more natural and provides some transparency. (although on second look, when you look at the side of the ramp it does appear the water is breaking the laws of physics somewhat.

You never heard of Archimedes?  :D

Quote from: thingfishs on May 01, 2010, 12:03:59 PM
The new um... footbridge/jetty/pier/ ah, water access, looks great! Some timed props of some fishermen perhaps? (or boats I guess but in my experience, where's there's a way, there's a fisherman ;))

The word you're looking for is "pontoon"  $%Grinno$%  And this piece is mainly for the rowing club.... which is why I added some rowers  :thumbsup:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fslipwayfinal.jpg&hash=fe92462569bf1185a7b72e0e30b9c138174f7a5a)
Title: Re: New canals? Surely you can't be serious?
Post by: cubby420 on May 01, 2010, 03:18:03 PM
Very nice. I was curious how you would resolve the ramp issues and this concept is a winner, though the current choice appears to make the canals look rather unrealistically...shallow.  &mmm

Are the rowers a timed prop? They're great! They add character and a story to an already distinctive structure.
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 01, 2010, 04:00:55 PM
That's probably an optical illusion...and yes, the rowers on the pontoon will be timed.

Here are the final in-game shots.  I have passed them to Barby to make a proper LOT.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbsc_day-1.jpg&hash=4ab2891167bca55f21bd9d066faca3bd83c3bb67)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbsc_night.jpg&hash=3d1fe557130daf31944a92a17d7f13a5f5029b7e)

My work here is done  :thumbsup:


......... Until the next one
Title: Re: New canals? Surely you can't be serious?
Post by: joelyboy911 on May 01, 2010, 04:15:28 PM
Quote from: callagrafx on May 01, 2010, 06:58:45 AM
The depth of the canal dictates the slope of the ramp...I didn't want it protruding too far into the canal.  And the transition was impossible to make semi-transparent with the water texture, as it would have changed the characteristics dramatically and wouldn't merge with the canals.... I'm going to abandon the slope altogether and do a series of shallow steps, ending with a pontoon.... Which may be more asthetic.

Of course, I figured that was why it was so steep. And I understand your problem with the transparency. All I can say now is that it looks really good with the pontoon. It breaks up the line of the ramp ending, and adding that greenish gradient on the bottom smooths the transition as well.

Top notch.
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 03, 2010, 06:28:03 AM
And like a bridge over troubled water....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbridge_pack.jpg&hash=2f631f92a2b67e00942b8cb1614dc9bba6cf6c97)
Title: Re: New canals? Surely you can't be serious?
Post by: Terring7 on May 03, 2010, 06:35:41 AM
Great job callagrafx :)
Title: Re: New canals? Surely you can't be serious?
Post by: zero7 on May 03, 2010, 09:18:02 AM
I like that footbridge with the iron railings.
Title: Re: New canals? Surely you can't be serious?
Post by: Connor on May 03, 2010, 09:29:19 AM
Great work  &apls

I agree with zero7, I'm especially liking that particular bridge. The others are great as well. 
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 05, 2010, 09:59:48 AM
The base set has been released...

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2373

The bridges are being scrutinised and the Sculling club is being modded/packaged.

Title: Re: New canals? Surely you can't be serious?
Post by: thingfishs on May 05, 2010, 10:07:12 AM
I look forward to giving it a go, thanks for all your work.  :thumbsup:

I love those bridges (except the olive green one, that looks a bit monotone or something to me), and the club looks fantastic.  &apls
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 05, 2010, 10:22:18 AM
Well, while you're playing with those, I'll play with this...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fabbots_bottom.jpg&hash=aa5679532ccc34c85d427e2cecf4cd6bb5fcacdc)

P.S. That's gold, not olive green  :thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: io_bg on May 05, 2010, 10:30:55 AM
Thanks for releasing this wonderful set! :thumbsup: The marina looks fantastic as well! Just a thought though, won't be the bridges too low for the bigger yachts? &Thk/(
Title: Re: New canals? Surely you can't be serious?
Post by: wes.janson on May 05, 2010, 10:36:56 AM
These look SOOOO nice in-game Cal. One question though; would you be willing to release the boats as a separate prop pack? They would look wonderful being able to put them in game water.
Title: Re: New canals? Surely you can't be serious?
Post by: rooker1 on May 05, 2010, 10:43:34 AM
This really is shaping up to be one awesome canal set!

Robin  :thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 05, 2010, 10:53:38 AM
Quote from: wes.janson on May 05, 2010, 10:36:56 AM
These look SOOOO nice in-game Cal. One question though; would you be willing to release the boats as a separate prop pack? They would look wonderful being able to put them in game water.

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2339

:thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: wes.janson on May 05, 2010, 11:02:00 AM
Quote from: callagrafx on May 05, 2010, 10:53:38 AM
http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2339

:thumbsup:

Aren't I a dunce... Thanks!
Title: Re: New canals? Surely you can't be serious?
Post by: Rady on May 05, 2010, 10:34:06 PM
Thanks for adding another piece of amazing canal stuff!!!! This is really great!!  :thumbsup: :thumbsup: :thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: CarmineHilton on May 06, 2010, 05:10:24 AM
Fabulous work so far on this new canal set! :)
I hope you'll be making diagonals too? They're desperately needed...
Title: Re: New canals? Surely you can't be serious?
Post by: Diggis on May 06, 2010, 06:45:05 AM
Quote from: CarmineHilton on May 06, 2010, 05:10:24 AM
Fabulous work so far on this new canal set! :)
I hope you'll be making diagonals too? They're desperately needed...

From page 2

Quote from: callagrafx on April 27, 2010, 03:30:37 PM
I thought about diagonals, I played about some but had a complete nightmare with the LODs....Because of the game grid, for every straight piece, you need a land and water filler.  For any sort of building to go near them, the land fillers have to overhang, and it's a real mare.  Add in junction/transition pieces and it becomes a whole new ball game.... one I've lost the ball for  $%Grinno$%
Title: Re: New canals? Surely you can't be serious?
Post by: Rayden on May 06, 2010, 01:04:17 PM
Quote from: CarmineHilton on May 06, 2010, 05:10:24 AM
Fabulous work so far on this new canal set! :)
I hope you'll be making diagonals too? They're desperately needed...

If you find Call's balls, maybe there's a chance $%Grinno$%
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 06, 2010, 01:49:41 PM
Not a hope...  ;D
Title: Re: New canals? Surely you can't be serious?
Post by: CarmineHilton on May 07, 2010, 02:36:34 AM
@ Diggis: thx... Must have looked over that ;)

@ callagrafx: I wouldn't be so sure of that ;):p Next to my gaydae I also have a balldar :satisfied:
They must be large enough to pick up though.......
Title: Re: New canals? Surely you can't be serious?
Post by: manchou on May 08, 2010, 03:57:42 AM
Verry impressive work  :o It's awesome  :thumbsup: &apls &apls
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 08, 2010, 07:22:28 AM
The bridge pack has been released to the LEX.   :thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: sepsis on May 11, 2010, 03:41:18 AM
Beautiful canals and bridges!!
&apls

Any plans on releasing narrow canals (1x1 tiles)?



Title: Re: New canals? Surely you can't be serious?
Post by: Panda_Power on May 12, 2010, 06:48:53 AM
Your work is stunning and really appreciated! Thank you so much! :)
Title: Re: New canals? Surely you can't be serious?
Post by: Girafe on May 12, 2010, 07:05:47 AM
Awesome work  &apls &apls

Is there a possibility to use callagrafx's canals with CAN-AM or not yet ?
Title: Re: New canals? Surely you can't be serious?
Post by: Diggis on May 12, 2010, 07:14:16 AM
Quote from: Girafe on May 12, 2010, 07:05:47 AM
Awesome work  &apls &apls

Is there a possibility to use callagrafx's canals with CAN-AM or not yet ?

Not yet, we'll be looking at this opportunity some time soon.  It'll need some canal stops as well as some thought on the modding of the CAN-AM mod
Title: Re: New canals? Surely you can't be serious?
Post by: RebaLynnTS on May 12, 2010, 03:11:26 PM
I say, you can never have to many canals :)
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 12, 2010, 03:23:26 PM
Or too many pieces...

Bridge Pack vol2 has started.  This lot (hopefully) will be transit enabled.  There will be bridges for each type of Maxis two lane road...for the avenues I would suggest the modular pieces should be used.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Frailbridge_TE.jpg&hash=7a39b93c10a23d27921a41f95a487a870dfaa497)
Title: Re: New canals? Surely you can't be serious?
Post by: Girafe on May 12, 2010, 03:40:51 PM
Some interesting stuff Callagrafx  &apls &apls &apls

can't wait to see more soon  ;)

ps : it is possible to made transit enable with your pedestrian bridges ? like do you plan to do with your new bridges
Title: Re: New canals? Surely you can't be serious?
Post by: FrankU on May 14, 2010, 03:56:43 AM
Well, that are some beautiful bridges! I can't wait to see the results and maybe, just maybe, I'll use them in my region.
And the maybe is not because of the quality of your work, but because of the amount of work it would be for me to exchange them with already placed canals... :'(
Title: Re: New canals? Surely you can't be serious?
Post by: SeanSC4 on May 14, 2010, 05:20:11 AM
I can't wait to see what else you have in store for this canal set! The pieces look so good ingame.
Title: Re: New canals? Surely you can't be serious?
Post by: nbvc on May 15, 2010, 07:12:03 AM
Great work.  &apls Will you make a canal lock to connect the canal with the game water?
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 15, 2010, 07:26:43 AM
In due course I hope  :thumbsup:

Meanwhile, network enabled bridges are in progress...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Frail_canal_NE.jpg&hash=1f0278f8a2912919f406be78987b8bf17f5009ce)
Title: Re: New canals? Surely you can't be serious?
Post by: Girafe on May 15, 2010, 07:56:19 AM
Superb Callagrafx  :thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: jmdude1 on May 15, 2010, 09:16:12 AM
yes, very excellent work. im looking forward to whatever else you have up your sleeve.
Title: Re: New canals? Surely you can't be serious?
Post by: manchou on May 16, 2010, 09:03:31 AM
Very good work  :thumbsup: &apls
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 19, 2010, 01:43:34 PM
More progress on the NE bridges...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fstreet_bridge.jpg&hash=f635bfd824579fc040e101199c4baaf8f89c7e9b)
Title: Re: New canals? Surely you can't be serious?
Post by: JonM on May 19, 2010, 01:56:42 PM
Hey,

you should take a look at what I did with the same concept. I did some diagonal bridges. Its not that hard, although you need 4 different corner pieces and two different single side pieces for it to work. Also you need to make a .dat which takes aways the street props (planters etc) on diagonal roads and avenues, but it can work!

http://www.simtropolis.com/forum/messageview.cfm?catid=37&threadid=113445&highlight_key=y




I never got around to releasing them nor will ever because I have no more time.

Title: Re: New canals? Surely you can't be serious?
Post by: io_bg on May 19, 2010, 02:05:24 PM
Nice bridge, Cal :)
JonM - it's a pity you won't release them, those canals look really cool ()sad()
Title: Re: New canals? Surely you can't be serious?
Post by: Girafe on May 19, 2010, 02:28:18 PM
Very nice Callagrafx  &apls &apls

JonM, your development concerning canals is very interesting, what a pitty you have not time to share it with the community anyway it is really excellent  ;)
Title: Re: New canals? Surely you can't be serious?
Post by: FrankU on May 20, 2010, 08:11:42 AM
JonM, maybe there is someone who can work further on your lots? It would really be great if they could be released. I'd definitely build a JonM bridge in my capital!  &apls
Title: Re: New canals? Surely you can't be serious?
Post by: SimNation on May 21, 2010, 01:20:01 PM
Lovely bridges for the canal.I especially love how the bridges are narrow gives it a nice clean look.
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 21, 2010, 03:07:15 PM
Development continues apace....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Froadbridge.jpg&hash=6d0fd7ded32fe521bb7ad708facea5a858f76249)

However with this one I need to make the LODs skin tight to the wires, otherwise the cars disappear  ::)
Title: Re: New canals? Surely you can't be serious?
Post by: ScottFTL on May 21, 2010, 04:10:17 PM
These bridges are fantastic!  I'm especially fond of the road bridge, but they are all wonderful.  :thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 22, 2010, 02:50:04 PM
OK, I think I'm more or less there...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Frail_bridge.jpg&hash=4e6216ec3b779986c6753dc5848dc477bc55a75d) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fstreet_stone.jpg&hash=f2aaf6b30af7e020e879acc56236deb2a21dacf9)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Foneway_iron.jpg&hash=4e0c0a6b79a931251c28b2f8e187f84e05d65bb2) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fstreet_iron.jpg&hash=e1c9015453afaf008b05915f634ac08b6ab6a272)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Froad_iron.jpg&hash=d91cf745b40e7bb876ab2a83c759bfacb0c78bf9) (https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Froad_suspension.jpg&hash=1a9417e0813369524203952b880d70e8120f64c4) 
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Foneway_suspension.jpg&hash=ea0620e0957f78286626ffd5958f3e905aaa57c6) 

Only one more to do....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.tunliweb.no%2FBilder_SM%2F_album_amsterdam%2Fc6.JPG&hash=5eb648bfcfc2e14a4281b470ab70079dc1e94542)
Title: Re: New canals? Surely you can't be serious?
Post by: manchou on May 23, 2010, 01:00:21 AM
Fantastic  &apls &apls &apls &apls &apls
Title: Re: New canals? Surely you can't be serious?
Post by: JoeST on May 23, 2010, 01:05:37 AM
I concur  &apls

Joe
Title: Re: New canals? Surely you can't be serious?
Post by: Sam Johnson on May 23, 2010, 02:00:26 AM
Wow those bridges look really great. I espacially like this rusty look of the rail bridge   :thumbsup:
&apls
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 25, 2010, 05:12:32 AM
These are now available on the LEX

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2384


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FNE_bridge_header.jpg&hash=7836c339975a7d95cdeb7d69ac112f536f6e52b1)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbridges_readme.jpg&hash=8e97bcbc45dcac7eddaba47510c0731e5fa8e12d)

Enjoy  :thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: SeanSC4 on May 25, 2010, 05:42:45 AM
Awesome!  &apls &apls
Title: Re: New canals? Surely you can't be serious?
Post by: MAS71 on May 25, 2010, 07:37:16 AM
Hello CAL san  :)
Thanks for your new beatiful canal pack !  ;)
I have to again create more cities with your cnalas in a future.  ;D
Bravo CAL san ! &apls  &apls

well, I got report from japanese player a day ago,
and I could confirmed too an issu like this....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg192.imageshack.us%2Fimg192%2F6210%2Fcalcnal001.jpg&hash=252583e33098dd554544a9352a868732aaa54187)
This is not been always, sometime appeared it, and become it suddenly in a game. ;D
It seems some bridges competing with PROP and Ground-level.  &mmm
I think taht PROPs should put them +0.1 or more higher on LotEditer.
or Possibly it may be caused by shape of LODs.

I wish to you solved this if you would for your next Lot.  ;)
I'll re-PROPed to +0.1 in your all Lots.  ;)


Thank you CAL san  :)
-Mas'71
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 25, 2010, 08:14:48 AM
Thanks Mas san

The ground needs to be totally level for the canals, especially the network bridges, otherwise the cars will disappear into the roadway, even more so if I raise the prop (which I'd have to do for every canal piece).  The usual method of plopping road pieces to level the ground works fine.
Title: Re: New canals? Surely you can't be serious?
Post by: santexas on May 25, 2010, 12:42:36 PM
CAL

Have you released the Marina?  I have an icon for CAL_Canals_Marina in my Parks Menu but when I try to place the lot, I do not see the boats, docks, or the water texture inside the canal walls.  I can see the canal walls and the park/flora the surround the marina.  I do have your small boats prop package.

SC4 Tool is listing the following as missing: CAL-Canal-Marina_0x6534284a_0xbca7fdf-0x496722cd.SC4Desc.  Also SC4 Tool is showing the following as the Item Description: This building was made by a Typing Monkey.

Am I missing something? Another prop package? What?

Linda


Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 25, 2010, 01:36:57 PM
Hi Linda

No, that shouldn't be there... the LOT file for the test render got mixed up with the rest of the bridge LOTs...I'll update the installer.  Just delete the LOT file for now.

Thanks for letting me know....

Lee
Title: Re: New canals? Surely you can't be serious?
Post by: Scarton on May 25, 2010, 01:50:04 PM
Nice new bridges, Callagrafx! :thumbsup: I never use canals, but this pack of stylish bridges might change that. I really like your balance bridge. Any chance you could make a bridge like that for an NAM plugin? I personally would love to have a large avenue bridge just like that crossing a large river in my city.

Keep up the good work! :) &apls
Title: Re: New canals? Surely you can't be serious?
Post by: santexas on May 25, 2010, 02:11:48 PM
Thanks - I'll delete the file and wait - hopefully soon.  Your canals are really nice.

Linda
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 25, 2010, 02:29:25 PM
The installer's been updated. I just need to get the Marina in a decent enough shape to release....
Title: Re: New canals? Surely you can't be serious?
Post by: mcarch on May 25, 2010, 08:31:25 PM
It would be nice to have some bridges longer than 2 tiles, esp. with cables...
Title: Re: New canals? Surely you can't be serious?
Post by: FrankU on May 26, 2010, 12:17:27 AM
The bridges are gorgeous!

And of course you could expect it: requests for more and different bridges. Like mcarch did and like I am going to do now: if you feel like it I would really appreciate bridges that look like they are able to be opened. You made already one, but maybe some for rail, and other types like rotating bridges, if you know what I mean? I don't really care for real movement. I am happy already when they look like they are able to be opened.
Title: Re: New canals? Surely you can't be serious?
Post by: MAS71 on May 26, 2010, 12:18:41 AM
Hello again CAL san and All.  :)
Thanks for reply, and I'd tried to plop-test on Totaly-Levels as you answered.
But, they were not solved sometime. $%Grinno$%
and
I found other big problems with LOTs of Transit-Enebles Bridges,too. :P

SIMs do not use Bridge-Lots. Why ??
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg443.imageshack.us%2Fimg443%2F3420%2Fcalbridges01.jpg&hash=a6365039d69065fefbe9065eb2e04c07b814e4d3)

SC4Path is seems to normaly, however.....
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg411.imageshack.us%2Fimg411%2F4497%2Fcalbridges02.jpg&hash=e0ee635f6ba70199aeb8e2da98d430a519dd0fb4)


so I'd checked your LOTs on Reader and SC4Tool,
They are not have some properties for transit-network on each Lots.  :-[

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F8442%2Fcalbridge03.gif&hash=b3efba6d7a862403e59961da648576dc30eb4c18)
SC4Tool (upper pic) : none Transit Switches and Capacity is ZERO.
Reader(lower pic) : You need to add these Properties on Lots.

All Transit-Enebles Bridges are not used on a game now. $%Grinno$%
Correct these and re-upload them if you can please,CAL san.  ;)

Thank you
-Mas'71
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 26, 2010, 01:21:22 AM
Those properties have been removed on purpose... they are NETWORK enabled, not TRANSIT enabled.  There is a difference.  Automata will travel over them if you remove the transit properties.

This post by Ripplejet should explain things

http://sc4devotion.com/forums/index.php?topic=539.msg122352#msg122352

As for the texture showing through, I cannot replicate your problem.  Does anyone else have the same issue?
Title: Re: New canals? Surely you can't be serious?
Post by: RippleJet on May 26, 2010, 01:56:40 AM
Quote from: callagrafx on May 26, 2010, 01:21:22 AM
This post by Ripplejet should explain things

http://sc4devotion.com/forums/index.php?topic=539.msg122352#msg122352

I'm starting to fear that things were not that simple... &mmm
There's been one similar complaint about no traffic going through SimGoober's Heliport, which is the very lot used in that tutorial:

Quote from: Urbane Planner on July 28, 2009, 10:57:25 PM
Sims will not travel through SimGoober's Heliport (the one you plop over an an avenue, with train tracks running alongside).  While automata will go on the avenue and the tracks, and U-Drive-It allows me to go through it with cars and trains, Sims will not go through it on their commutes.  I've tried dragging avenues and tracks through it and waiting a few years after construction/upgrades, but the problem persists.

Since Casper also reported the same in his scrutineering of your bridges,
maybe those missing properties Masuda san listed should be added back in after all...

Since I have failed in finding an explanation to why it used to work for me,
I'm considering doing the same with SimGoober's Heliport for the next upgrade of the AC Airports as well...
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 26, 2010, 02:07:43 AM
OK, it's locked on the LEX.  I'll do some tests with the transit enabling.....
Title: Re: New canals? Surely you can't be serious?
Post by: MAS71 on May 26, 2010, 04:08:55 AM
Thanks again CAL san and Tage san.  :)
I'm looking forward to that would solved it and re-upload on a LEX.  ;)

b.t.w...
After SAVE each Lots on a SC4Tool,
Did you not remove files 'xxxxxxxx.sav' in your Plugins didn't you ?  $%Grinno$%
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 26, 2010, 04:26:07 AM
Hi Mas san

I've re-transit enabled the bridges, this time leaving the properties in place and I can confirm that commuters will now use the bridges...

And no, I don't leave the .sav files in the plugins folder  :thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: Andreas on May 26, 2010, 04:32:40 AM
Just a quick note:

Network Enabling: Allowing streets and roads to connect visually with a lot, but not letting traffic using it (only automata will show up). This is useful for making eye-candy parking lots or driveways, but it won't let pass any traffic, hence not messing with the pathfinding engine either.

Transit Enabling: Allowing traffic entering and leaving the lot (or passing through), which is needed in this case. Set the capacities as high as possible, and don't forget to set the REP count properly in order to avoid that Mac bug. Transit Switch Entry Cost should be calculated based on the formula the NAM guys found some time ago; I'm about to leave the house, so I can't search for the relevant thread right now.
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 26, 2010, 05:59:22 AM
By rep count, I presume you mean N,S,E,W reps?  I've enabled E & W only.  Entry cost is 0, capacity is 100.
Title: Re: New canals? Surely you can't be serious?
Post by: Diggis on May 26, 2010, 06:13:53 AM
I doubt 100 is a high enough capacity.  In bussier cities it's likely to cause a large bottle neck. 
Title: Re: New canals? Surely you can't be serious?
Post by: MAS71 on May 26, 2010, 06:48:13 AM
@CAL san
Quote from: Andreas san..... and don't forget to set the REP count properly in order to avoid that Mac bug.
Open Lots on Reader, you can find property in Exemplar....

'Transit Switch Traffic Capcity' : Float32 : Rep = 1 : xxxxxx

You should change a number of Rep to zero "0", this is a fixed for MAC users.  ;)
and 'Transit Entry Cost' as well when it's not "Cost = 0".
(This is a common way for all of Transit-Enbled Lot, station, bus-stop, sub-station, etc)

I think that is a thing Andreas san said.  ;)


Quote from: Diggis sanI doubt 100 is a high enough capacity.  In bussier cities it's likely to cause a large bottle neck.
I agree that.  ;D
For example, CAPCTIES and COST of 'Medium' of latest NAM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg293.imageshack.us%2Fimg293%2F9144%2Fimage1w.gif&hash=59cece1184ec282631097db3ea35b477433deadc)
I think that you should use above numbers or more high a little if you want to follow NAM. ;)


Thank you for reading
-Mas'71
Title: Re: New canals? Surely you can't be serious?
Post by: FrankU on May 26, 2010, 07:33:43 AM
Quote from: Diggis on May 26, 2010, 06:13:53 AM
I doubt 100 is a high enough capacity.  In bussier cities it's likely to cause a large bottle neck. 
Allow me a small remark: the engine behind this all is way beyond my apprehension, but small bridges like this will cause bottlenecks in real life, so in game it might be just what we want. Traffic will search for other ways to reach the other side of the water.
Title: Re: New canals? Surely you can't be serious?
Post by: Diggis on May 26, 2010, 07:51:41 AM
Not really, they should all match the network that they are related too as they match the road width.  They should have the same capacity as the network.  The only reason that there would be a bottleneck is people are nervous.
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 26, 2010, 09:13:03 AM
The next person that suggests I do transit enabled LOTs again will be shot....  The figure of 100 for capacity was set by SC4Tool... Why does it generate such a low value?  And can someone please write a step by step guide?

Updated on the LEX (again)...
Title: Re: New canals? Surely you can't be serious?
Post by: RippleJet on May 26, 2010, 09:45:39 AM
Quote from: callagrafx on May 26, 2010, 09:13:03 AM
The next person that suggests I do transit enabled LOTs again will be shot....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi91.photobucket.com%2Falbums%2Fk301%2Fditareinvented%2FYoYo%2520and%2520CiCi%2Fyoyo136-1.gif&hash=80e6cdc7ad28c31f271607d6713a3f4df6fb6d03)


Quote from: callagrafx on May 26, 2010, 09:13:03 AM
The figure of 100 for capacity was set by SC4Tool... Why does it generate such a low value?  And can someone please write a step by step guide?

Since there are too many different capacities available in the different NAM traffic simulators,
there is no single value that can be considered the right one.

If you want to make it perfectly, you would have to make one version for each traffic simulator,
in the same way that I did the Census Repository Facility (http://sc4devotion.com/forums/index.php?topic=6095.0), but that's not really feasible here...

The minimum capacity for street-based bridges would be 100.
That's the capacity of streets in Maxis' own traffic simulator.

600 would be the absolute minimum for road-based bridges.
That's the capacity for the ingame road toll booth.
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 27, 2010, 07:55:03 AM
Back to something resembling normality (for me).... I decided to start on the building for the canal marina, and here's progress so far..

Sims eye view:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fmorris_marinaground.jpg&hash=2dba0f796419a7e8c257782d46261be969684242)

Game eye view:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fmorris_marina.jpg&hash=8756a0e4102b333248708632b2cd0aae6e676f0a)

and here's the marina again, in case you'd forgotten what it looks like...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fabbots_bottom.jpg&hash=aa5679532ccc34c85d427e2cecf4cd6bb5fcacdc)

As you will see from the new shots, I've changed the name  $%Grinno$%
Title: Re: New canals? Surely you can't be serious?
Post by: WC_EEND on May 27, 2010, 08:03:18 AM
The building will need to look out with Careless Airways dropping pianos on things that have "Morris Marina" written on them :D :D

Sorry, couldn't resist ;D
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 27, 2010, 08:20:15 AM
It has a piano deflection roof  :D :D
Title: Re: New canals? Surely you can't be serious?
Post by: Diggis on May 27, 2010, 10:00:05 AM
Can you transit ena.....
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 27, 2010, 10:12:07 AM
BANG!!!!!
Title: Re: New canals? Surely you can't be serious?
Post by: MAS71 on May 27, 2010, 11:16:28 AM
Would you transi..... :-X

Really beatiful both CAL san.  &apls  &apls
I have finally solved the puzzle of mysterious LOT now included T.E.Bridge pack. ;D
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 28, 2010, 05:04:34 PM
You can dump that LOT, it was a error.

Here's an ingame shot... Please don't laugh at the LOT, I'll be sending the models to Barby so she can do it properly....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fmorris_marina_ingame.jpg&hash=71251ef5e878c6da9afe74cabb45304b5a9e58ca)
Title: Re: New canals? Surely you can't be serious?
Post by: joelyboy911 on May 28, 2010, 09:29:58 PM
I envy your talent.

However I spied what looked like a small imperfection in your second-to-most-recent post:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi597.photobucket.com%2Falbums%2Ftt56%2Fjoelyboy911%2FCalCanalError.png&hash=a7630d16dbef5957cac9da4cff14a637a4b086db)

Not sure if its an error in the lot, the BAT or just some photoshopping?

Edit: I realised this is an old picture, so I hope I'm not pointing out something you already noticed

Also, If I may be so bold, would it be possible to have a version of this lot that could be used on the game's sea? That would be really cool.

Please keep up the amazing work.
Title: Re: New canals? Surely you can't be serious?
Post by: xxdita on May 28, 2010, 10:09:37 PM
Quote from: joelyboy911 on May 28, 2010, 09:29:58 PM
Also, If I may be so bold, would it be possible to have a version of this lot that could be used on the game's sea? That would be really cool.

If only there was a way to spawn shark automata...
Title: Re: New canals? Surely you can't be serious?
Post by: canyonjumper on May 28, 2010, 10:31:38 PM
lol xxdita :D i bet you'd put Jaws music in too ;D

Great stuff Cal! I like the marina so far!

                   -Jordan :thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on May 29, 2010, 01:06:59 AM
Quote from: joelyboy911 on May 28, 2010, 09:29:58 PM

Also, If I may be so bold, would it be possible to have a version of this lot that could be used on the game's sea? That would be really cool.

It may be possible... I did play with that a while ago but the LODs kept freaking out on me...
Title: Re: New canals? Surely you can't be serious?
Post by: RippleJet on May 29, 2010, 02:39:23 AM
Quote from: xxdita on May 28, 2010, 10:09:37 PM
If only there was a way to spawn shark automata...

Would a white metal whale do? ::)
Title: Re: New canals? Surely you can't be serious?
Post by: io_bg on May 29, 2010, 02:45:56 AM
The marina looks great :thumbsup: In fact, the lot is pretty nice, too!
Still hoping you'll make diagonal pieces one day $%Grinno$% It will be worth the hard work for sure!
Title: Re: New canals? Surely you can't be serious?
Post by: WC_EEND on May 29, 2010, 03:18:47 AM
Looks great, now I just need to BAT a piano and position it strategically above the Morris Marina :D

on a side note, would it be possible to create a dropping piano effect?

PS: I know that I am kind of obsessed with the whole dropping pianos on Morris Marinas thing (there's even a facebook fan page about it  :D)

PPS: Cal, do you happen to know when the new series of Top Gear are going to be on tv?
Title: Re: New canals? Surely you can't be serious?
Post by: Koekie01 on May 29, 2010, 10:16:51 AM
Quote from: WC_EEND on May 29, 2010, 03:18:47 AM
PPS: Cal, do you happen to know when the new series of Top Gear are going to be on tv?

In july, with a lot of funny things!

http://www.youtube.com/watch?v=FCR8kSGDIgs&feature=player_embedded

By the way, looking good Cal!  ;)
Title: Re: New canals? Surely you can't be serious?
Post by: marsh on May 29, 2010, 05:48:57 PM
These look great man  &apls

,marsh  :satisfied:
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on June 01, 2010, 02:37:54 PM
Been playing with some add-ons...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fferry-dock2.jpg&hash=79f505962c18b83bd168983aceb1d7e4a7afe9a5)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fferry-dock2a.jpg&hash=1a1673109822659fcfc34331fa248e8f492b1c67)
Title: Re: New canals? Surely you can't be serious?
Post by: Girafe on June 01, 2010, 02:53:32 PM
Really good callagrafx  &apls &apls

A little bit too english and old for me but canals however are old structures so I can understand this choice.

What I could suggest is too add tyres in the pontoon, it is too clean in my taste

Anyway good job, I think it would be future stations for Can-am...   
Title: Re: New canals? Surely you can't be serious?
Post by: BarbyW on June 01, 2010, 03:11:58 PM
Gimme, gimme, gimme. NOW.
These look great and will go well into CAN-AM.
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on June 01, 2010, 03:24:07 PM
Quote from: BarbyW on June 01, 2010, 03:11:58 PM
Gimme, gimme, gimme. NOW.

Aren't you busy doing the Marina?  :D :D :thumbsup: (joke)

Quote from: BarbyW on June 01, 2010, 03:11:58 PM
These look great and will go well into CAN-AM.

Indeed, it is their raison d'ĂȘtre....
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on June 02, 2010, 07:20:14 AM
* bump

So ferry, cross the Mersey....

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fferry-dock3a.jpg&hash=bdef34a6038d8d55001988e30c1ce789313a3873)
Title: Re: New canals? Surely you can't be serious?
Post by: manchou on June 02, 2010, 07:22:03 AM
So good  :o  &apls &apls
Title: Re: New canals? Surely you can't be serious?
Post by: Rayden on June 02, 2010, 07:47:51 AM
Quote from: callagrafx on June 02, 2010, 07:20:14 AM
* bump

So ferry, cross the Mersey....


FGTH!  Where's Frankie?

Nice work! &apls
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on June 02, 2010, 08:05:54 AM
Quote from: Rayden on June 02, 2010, 07:47:51 AM
FGTH!  Where's Frankie?

About 20 years after the fact  :D :D

Gerry and the Pacemakers (http://en.wikipedia.org/wiki/Ferry_Cross_the_Mersey)  :thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: rooker1 on June 02, 2010, 08:26:58 AM
This set is fast becoming the best all around choice.
&apls
The Ferry terminal is a great addition!

Robin  :thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: zero7 on June 02, 2010, 09:25:12 AM
That canal ferry looks fantastic.  Can I assume that the boat will also be released just on a water lot for use mid-canal? 
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on June 02, 2010, 09:28:19 AM
The general idea is that it'll be part of the CAN-AM, so will be moving.... But yes, I'll be doing a version on a water tile, as well as a version docked with the ferry terminal.
Title: Re: New canals? Surely you can't be serious?
Post by: zero7 on June 02, 2010, 09:41:12 AM
Sounds good.  This canal set just keeps getting better ...
Title: Re: New canals? Surely you can't be serious?
Post by: Koekie01 on June 02, 2010, 02:01:00 PM
I can only do this:

&apls

Looking good!
Title: Re: New canals? Surely you can't be serious?
Post by: seraf on June 02, 2010, 03:48:19 PM
Very nice and expanded set  &apls Especially I like the bridge set  :)
Title: Re: New canals? Surely you can't be serious?
Post by: cubby420 on June 04, 2010, 10:18:35 AM
Well these canals just keep getting better and better. Can't wait to see what else you have in store.
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on June 05, 2010, 08:54:33 AM
Well, while the ferry terminal is being modded and turned into a CAN-AM piece, I've got the Marina uploaded to the LEX.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fmarina.jpg&hash=927d341d59f74d3d47b2032920b30e0e0a604944)

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2394

Enjoy  :thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: io_bg on June 05, 2010, 09:11:41 AM
Great! Now I am seriously considering building a new city tile using your canals $%Grinno$%
In case you're open to requests, why not make some raised bridges like these ones (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=916)?
Title: Re: New canals? Surely you can't be serious?
Post by: figui on June 07, 2010, 09:51:14 AM
loving this set!

and i'd love the can-am-med version  :thumbsup:

mauricio.
Title: Re: New canals? Surely you can't be serious?
Post by: Tomas Neto on June 20, 2010, 05:51:46 AM
Fantastic the beauty of your canals!!! The worry with the proportion, details and  functioning are phenomenal!!! Really awesome!!!
Title: Re: New canals? Surely you can't be serious?
Post by: Jack_wilds on June 20, 2010, 03:41:16 PM
Hello Cal, Jack wilds here...

I trust that all is well with you and the TE troubles are no more -as it was getting rather bloody here...  :D
I also enjoy your canals and the continued add-on developments will make for a pleasant canal town  :thumbsup:

I also enjoyed your 'La Mirage Hotel/Resort'; it made a classy addition to a few of my cities... so then, I am wondering if a canal launch/approach/private resort landing could also be made in keeping with the resort look and possibly include concessions/landing bar/eatry services... ()what()  ...not attached to existing but a seperate thing that can be ploped next to or across the road or whatever...  ???

...also I'd like to extend a  :thumbsup: to BarbyW for the excellent lotting with these projects as they make your work come alive...

well, I hope my ramblings are some value...

Jack  8-)
Title: Re: New canals? Surely you can't be serious?
Post by: Utvaw on June 22, 2010, 03:23:31 PM
I adore your canals and am building a large city in my region around them.  They are simply fantastic.  Thank you for this great addition to the game.

Do you plan on updating any of your older lots, like the Canal Holiday Inn to match the new canal or making any new hotels, eateries, etc for the new canal system?
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on June 22, 2010, 03:44:25 PM
I've had to shelve any new developments for a while, as work once again takes over. 
Title: Re: New canals? Surely you can't be serious?
Post by: rooker1 on June 22, 2010, 04:47:10 PM
 I wouldn't worry too much Cal....you have given us more than enough to play with for the next while. ;)
Thanks again.
Robin  :thumbsup:
Title: Re: New canals? Surely you can't be serious?
Post by: deadwoods on October 03, 2010, 10:45:37 PM
Magnificent set as usual (based on the pics in the thread). That ferry terminal is one ugly building, but the detailing and texturing is, as expected, amazing.
Title: Re: New canals? Surely you can't be serious?
Post by: greenbelt on December 10, 2010, 06:48:21 AM
 &apls  definitely going to use these!!

Just a clarification on the bridges.  The network enable set only allow automata across (i.e. basically eye-candy)  The other bridges set behaves like a real bridge?
Title: Re: New canals? Surely you can't be serious?
Post by: iskrem on December 22, 2010, 06:43:40 PM
Any plans for making diagonal pieces?
Would be great ;D
Title: Re: New canals? Surely you can't be serious?
Post by: joker09 on October 14, 2012, 05:14:41 PM
Hi I have a clean install on my sc4 and install only yours canals and NAM.
but I having ptoblems in bridges network enable. All roads, streets are grey, like concret. I will get a screenshot and put here soon.

any help?
Title: Re: New canals? Surely you can't be serious?
Post by: joker09 on October 15, 2012, 02:04:22 PM
same error than MAS71  on post 129. My textures stay that way.
Title: Re: New canals? Surely you can't be serious?
Post by: C.Scott on October 15, 2012, 08:59:16 PM
  Callagrafx would it be possible to upload the model for your Ferry terminal to make it
available to lotters. 
Title: Re: New canals? Surely you can't be serious?
Post by: catty on October 16, 2012, 03:25:07 AM

Hi joker09 and C.Scott

This topic was last active back in June 2010 with the last post from someone in Dec 2010, I'm not saying you won't get a reply to your posts, but it is extremely unlikely.

-catty
Moderator
Title: Re: New canals? Surely you can't be serious?
Post by: gutterclub on April 07, 2020, 09:23:31 PM
Quote from: zero7 on April 29, 2010, 11:57:17 AM
I'm using 2009 Design, so that would be fine for me.  Thanks for letting me know about the issue with lower water - it saves me trying to update my last set using your water settings and finding I'm wasting my time.  From what you say it would appear that any deeper canal set would need to be separately developed this time rather than an extension set.

I was actually thinking in terms of extending your set with some footbridges and canalside buildings when I asked the question, so was more interested in matching the pieces you're currently working on.


Hi Lee, great to see you back in action.

Did you end up posting the Mat Settings and Max file anywhere? I'm really keen on making some additional models / boats out on your Canal water, for personal use and if any good and with your permission, for release. I use Max 2010 and the latest BAT4MAX :)
Title: Re: New canals? Surely you can't be serious?
Post by: callagrafx on April 08, 2020, 03:06:19 AM
Quote from: gutterclub on April 07, 2020, 09:23:31 PM

Hi Lee, great to see you back in action.

Did you end up posting the Mat Settings and Max file anywhere? I'm really keen on making some additional models / boats out on your Canal water, for personal use and if any good and with your permission, for release. I use Max 2010 and the latest BAT4MAX :)

I'm afraid those files are long gone...
Title: Re: New canals? Surely you can't be serious?
Post by: Girafe on April 08, 2020, 04:29:03 AM
I don't have the .3ds however I found a .mat in my archives that could be the one used by Lee

https://www.dropbox.com/s/txazko94i5t6s9j/canal_water.rar?dl=0

(https://nsa40.casimages.com/img/2020/04/08/20040801371849363.jpg) (https://www.casimages.com/i/20040801371849363.jpg.html)
Title: Re: New canals? Surely you can't be serious?
Post by: gutterclub on April 08, 2020, 01:59:43 PM
Perfect, this is the one. Thanks so much  :bnn:
Title: Re: New canals? Surely you can't be serious?
Post by: matias93 on April 08, 2020, 06:33:49 PM
just for future reference, isn't this file?

https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=952
Title: Re: New canals? Surely you can't be serious?
Post by: gutterclub on April 08, 2020, 10:11:45 PM
That was the older Canal, the one Girafe posed was the Material for the newer Stone Canals that Lee did, with the bridges, Marina, Rowing club etc :)