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
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...
jigsaw starts salivating
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.
Those look really good! I can't wait. &apls
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) ;)
Tremendous work &apls,
you can maybe modify only the center of the texture to preserve the tilling ;)
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.
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....
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.
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:
Awesome Callagrafx &apls &apls
I really enjoy the effect of the water and textures are amazing !!!
very nice work :thumbsup:
Those pieces do look astonishing indeed!!! &apls &apls &apls &apls
And may I dare to support FrankU's suggestion for diagonals ....
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!
Awesome! I love the texture!
-Jordan :thumbsup:
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:
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 ?
Oh, my god. They're beautiful!
Excellent. :satisfied:
Beautiful. Definitely keeping an eye on this.
Very nice work Shirley Cal :thumbsup:
Fantastic work, Cal. As FrankU suggested, diagonal pieces would be a great addition. :thumbsup:
Stunning as usual. Continue please!
What real canals did you base them on?
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:
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 $%Grinno$%
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!
Beautiful canal pieces! Can't wait to play around with them.
Wow! This canal is awesome, I love them, very good job, there're perfect :thumbsup: &apls &apls
Lee, you just keeps doing fantastic works.
These looks awesome. :thumbsup: &apls
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...
Mein Gott! I want them now $%Grinno$%
Those canals are beautiful, really!! &apls &apls
Guillaume :thumbsup:
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)
:o I thought that first one was an exemplar photo... &apls
: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
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!
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!
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.
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 ?
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.
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...
Really like the sculling club. Is it based on an actual building in Brixham, Devon?
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
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
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.
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.
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?
@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)
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.
Cal, may I ask, have you made those hedges with Particle Array?
No... they're part of an old set of models I bought a few years ago...simple meshes but are OK at distance.
Fantastic work on the new set callagrafx.The stone makes the canals stand out quite nicely.
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.
The progress looks awesome. I know its not complete but the basic layout of the lot looks very promising.
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.
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)
This is not final export, or is it?
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)
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.
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 :)
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?
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.
&apls &aplsExcellent work . I really like the nightlighting. :thumbsup:
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.
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:
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.
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)
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 ;))
The new pontoon looks much more realistic Lee! Great work :thumbsup:
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)
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.
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
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.
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)
Great job callagrafx :)
I like that footbridge with the iron railings.
Great work &apls
I agree with zero7, I'm especially liking that particular bridge. The others are great as well.
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.
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
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:
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/(
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.
This really is shaping up to be one awesome canal set!
Robin :thumbsup:
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:
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!
Thanks for adding another piece of amazing canal stuff!!!! This is really great!! :thumbsup: :thumbsup: :thumbsup:
Fabulous work so far on this new canal set! :)
I hope you'll be making diagonals too? They're desperately needed...
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 $%Grinno$%
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 ball
s, maybe there's a chance $%Grinno$%
Not a hope... ;D
@ 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.......
Verry impressive work :o It's awesome :thumbsup: &apls &apls
The bridge pack has been released to the LEX. :thumbsup:
Beautiful canals and bridges!!
&apls
Any plans on releasing narrow canals (1x1 tiles)?
Your work is stunning and really appreciated! Thank you so much! :)
Awesome work &apls &apls
Is there a possibility to use callagrafx's canals with CAN-AM or not yet ?
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
I say, you can never have to many canals :)
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)
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
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... :'(
I can't wait to see what else you have in store for this canal set! The pieces look so good ingame.
Great work. &apls Will you make a canal lock to connect the canal with the game water?
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)
Superb Callagrafx :thumbsup:
yes, very excellent work. im looking forward to whatever else you have up your sleeve.
Very good work :thumbsup: &apls
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)
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.
Nice bridge, Cal :)
JonM - it's a pity you won't release them, those canals look really cool ()sad()
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 ;)
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
Lovely bridges for the canal.I especially love how the bridges are narrow gives it a nice clean look.
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 ::)
These bridges are fantastic! I'm especially fond of the road bridge, but they are all wonderful. :thumbsup:
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)
Fantastic &apls &apls &apls &apls &apls
I concur &apls
Joe
Wow those bridges look really great. I espacially like this rusty look of the rail bridge :thumbsup:
&apls
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:
Awesome! &apls &apls
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
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.
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
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
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
Thanks - I'll delete the file and wait - hopefully soon. Your canals are really nice.
Linda
The installer's been updated. I just need to get the Marina in a decent enough shape to release....
It would be nice to have some bridges longer than 2 tiles, esp. with cables...
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.
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
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?
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...
OK, it's locked on the LEX. I'll do some tests with the transit enabling.....
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 ? $%Grinno$%
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:
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.
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.
I doubt 100 is a high enough capacity. In bussier cities it's likely to cause a large bottle neck.
@
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
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.
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.
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)...
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.
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 $%Grinno$%
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
It has a piano deflection roof :D :D
Can you transit ena.....
BANG!!!!!
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
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)
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.
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...
lol xxdita :D i bet you'd put Jaws music in too ;D
Great stuff Cal! I like the marina so far!
-Jordan :thumbsup:
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...
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? ::)
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!
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?
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! ;)
These look great man &apls
,marsh :satisfied:
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)
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...
Gimme, gimme, gimme. NOW.
These look great and will go well into CAN-AM.
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....
* 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)
So good :o &apls &apls
Quote from: callagrafx on June 02, 2010, 07:20:14 AM
* bump
So ferry, cross the Mersey....
FGTH! Where's Frankie?
Nice work! &apls
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:
This set is fast becoming the best all around choice.
&apls
The Ferry terminal is a great addition!
Robin :thumbsup:
That canal ferry looks fantastic. Can I assume that the boat will also be released just on a water lot for use mid-canal?
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.
Sounds good. This canal set just keeps getting better ...
I can only do this:
&apls
Looking good!
Very nice and expanded set &apls Especially I like the bridge set :)
Well these canals just keep getting better and better. Can't wait to see what else you have in store.
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:
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)?
loving this set!
and i'd love the can-am-med version :thumbsup:
mauricio.
Fantastic the beauty of your canals!!! The worry with the proportion, details and functioning are phenomenal!!! Really awesome!!!
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-)
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?
I've had to shelve any new developments for a while, as work once again takes over.
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:
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.
&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?
Any plans for making diagonal pieces?
Would be great ;D
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?
same error than MAS71 on post 129. My textures stay that way.
Callagrafx would it be possible to upload the model for your Ferry terminal to make it
available to lotters.
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
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 :)
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...
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)
Perfect, this is the one. Thanks so much :bnn:
just for future reference, isn't this file?
https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=952
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 :)