Hi all, I have started my first BAT (not first 3d model) and would like critique on the progress of my first prop UK Bus Shelter. No textures yet other than the posters. Just testing for size it is similar scale to SG Bus stops.
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Personally I think the roof should be thicker and maybe whole shelter have less depth. :-\ ()testing()
oh nice! it looks like a dutch one to!
great job and keep it up :thumbsup:
Hi nijomi,
looks like a nice little shelter. I agree about being too deep, there's no room left on the pavement for people to walk around it. But I don't think I agree about the roof, the thickness looks ok to me; however the wall with the poster on it could be thinner imo. Also will the bench run the full length of the shelter?
Quote from: thingfishs on November 14, 2010, 05:29:38 AM
Hi nijomi,
looks like a nice little shelter. I agree about being too deep, there's no room left on the pavement for people to walk around it.
You'd be amazed how often that happens in real life (at least over here in Belgium)
Dimensions changed it is a dilemma deciding what to sacrifice to make things fit, the different side walks are something I had not noticed just from playing the game. Need to attempt textures next.
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:thumbsup:
they seem abit oversized. i dont know many 6m tall bustops...
I am taking the dimensions from SG No 5 Bus stop
Here they both are for comparison
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Mine appears to be a little lower in height.
Thanks for the comments guys, I am hoping to learn enough to make a significant contribution to the UK content. I think I may have caught a bug I find myself looking at things and wondering could I model that in the BAT. Currently using Gmax but I do have 3ds max, but I prefer to learn Gmax at moment even though I could model 10 times faster in max.
well remember the SG model was at standard definition.... at HD.... you could scale it down to maybe 4m... i think that would blend in better with the more modern custom content ( that megapack is years old)
Yes, and I always thought that SG bustops model where oversized, and personally I would love to see a bustop as simple as a bench on the side of the road with a pole showing that is a bustop. Where I'm from, we mostly have only poles showing it is a bustop and you have to stand, mostly in the suburbs though, not downtown. like this one here.
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I'd make one myself if I knew how to TE a lot, and make it a bustop.
Cool I will try 4m heights, I would like to produce a UK bus stop pack that will look good in the game.
Quote from: MattyFoYes, and I always thought that SG bustops model where oversized, and personally I would love to see a bustop as simple as a bench on the side of the road with a pole showing that is a bustop.
Same here in UK majority of bus stops are just a sign and if your really lucky a bench.
I also need to learn how to transit enable bus stops, but that will probably be a week or 2 away.
Done a little experiment and 4m is not a good height as you can see.
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It looks like the best compromise is 5m.
agreed, sims are 4m high so all doors and everything that must accommodate them must be higher than that. I agree that 5m is the right height.
Yes, it is unfortunate that the must be 5m. Bustop like this always seem out of place when they are on the side walk, especially if the buildings next to it are not to perfect scale. Those damn freakishly tall Sims!!!
Couple of shots of progress so far.
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Gotta go look at one of these for real, to get textures. I haven't used public transport since the 70's.
SG Bus shelter has a base for nightlighting, is it possible to use a transparent base to get the same effect.
looking good, I think you've the overall form and dimensions just right now. :thumbsup:
I like the gray one on the right. Making things slimmer helps create the illusion of additional height and you've used it to your advantage in this project.
Quote from: jmyers2043I like the gray one on the right
The other one is an SG Bus stop that is used in RTMT, there as comparison. Thanks for the comments guys.
Nice work indeed &apls
A night view view could be nice with lighting ads maybe.
And a modding with family (to mix the ads on the bus stop could be good to) ;)
Whoa I am just starting out in the learn as you go method, I am quite surprised that I have managed to get the BAT up and running and also make model and place it into the game without any of the problems that I have read about in these fine forums.
%BUd% /&HiPP/%
Update
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Looks good, although in the lower left view, the rear of the shelter appears to be gone
Boy opacity is a pain in sc4. Will have to try some things out for best glass.
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Glass had to low an opacity setting. I can see some rendering artifacts along bottom of back glass is there a way to eliminate this? ()testing()
Hey Nijomi
Are you talking about the saw tooth pattern - right bus stop bottom of back wall?
Couple of thoughts ... how is the model positioned verticle? Are the components that are supposed to be a ground level exactly at Z=0.0? This may be a LOD or the model causing some kind in game shadow. I recently did a small pile of dirt. There was a dark edge at the base of the model. I knew it wasn't the model as the dirt was exactly at zero. Turned out that the LOD was on the Z axis = .017 and that was causing my in game glitchy edge.
The thing I'd try would be to raise the glass at least .3 meters above ground level. Or put a different materal at the back such as metal framing, block, or brick at ground level.
- Jim
This may be caused by the modelling method you have chosen for the back panel of your shelter and/or the material settings.
If the panel object is a Plane (mesh) and the material is not double-sided, this is normal. You can try making the material double-sided.
But the preferred method would be to make it a box, or an extruded rectangle (a very thin one, just some 2cm thick).
Also, opacity is indeed a pain in SC4 as you have already mentioned. (Semi)Transparency only works satisfactorily, if there's another object behind the (semitransparent) object. Otherwise it is rendered either as fully opaque (if opacity is ≥50%) or as fully transparent (if opacity is <50%). So set the opacity of your material to at least 50%.
If you want real semitransparency, take a look at my Semitransparent Rail Stations on the STEX. This is a quite different thing though, requires modding of the exported models (easiest done by using my SC4 Model Tweaker tool - released on the LEX). It can also give you troubles with the LODs and/or double glass sections, as well as the way it merges with the lightcones of streetlights. Some of these may be possible to fix, but some others really hard, or even impossible. But you can experiment. In any case, test thoroughly.
Thanks guys,
Quote from: cogeoIf you want real semitransparency, take a look at my Semitransparent Rail Stations on the STEX.
It is your work with RTMT and your Stations that have got me interested in modeling for SC4, I do have 3ds max experience but mainly character modeling and vehicles. The glass panel is made of 3 uvw mapped extruded rectangles 0.015m thick with bevel edges. I am in the process of transferring over to 3ds max, as the modeling tool set in gmax is reminiscent of max 2 and I had forgotten how limited and bad at lofting, booleans and chamfering that was.
Swapped to max, missed the tools too much. Simplified the shelter to a basic shelter (will make different designs, hopefully a family)
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Looks fine to me.
Game images not as clean.
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Max much better :thumbsup:
It seems you have a problem with the glass:
- at first the aluminiumbars and glass are strange, at the top of the bus stop your glass panel goes over the aluminium bars, as it must to be "inserted" between aluminium bars. In this case you will not have glass texture above aluminium.
- use only mentalray materials (mi) with already selected metal textures or glass (you could change them but no standart textures ^^).
- your glass is too opaque according to me and little bit noise will be appreciate.
Feel free to ask more if you need :thumbsup:
Thanks Girafe, the rear glass does not have an upper metal support it sits in a slot in the roof, now rendered with mr glass do I alter the opacity by adjusting the Transparency under refraction. How would I add noise to the mr glass material.
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It looks much better, for your mentalray material, use Arch&Design and after you can check an option near the color and go to noise :thumbsup:
Bit more texture tweeking required me thinks.
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I think this is getting better
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At the moment the shelter and sign have been rendered as one prop, I will however render them as separate props when I have more props ready to use. The Sign is a Manchester bus stop sign texture taken from a photo.
The lot editor seems to pixel shift objects as you move them about the lot to position them, as can be seen top left edge of the shelter (above left image). the model viewed in PimX does not have these glitches.
The scale seems to be just right now and even on GLR in Ave has enough room so sims can pass by. Is it possible to have wealth dependent bus stops, in areas of Manchester where vandalism occurs the glass is replaced with ridged steel panels, and I would like to have the low wealth bus stop reflect this.
Can anybody point me in the right direction to turning this into a functioning road top lot.
Next step is to add lighting, and more props to make it interesting without too much clutter. Time to re read some tutorials I think.
Thank you all for your help so far.
Scratch the request to turn this into a functioning road top bus stop, figured it out by looking at some other rt bus stops. One question though to add glr in ave is it just a matter of adding the correct transit switches to the lot.
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I need to remove the base texture which I believe is possible with PIMX tool. :)
Quote from: Nijomi on November 22, 2010, 06:43:48 AM
Scratch the request to turn this into a functioning road top bus stop, figured it out by looking at some other rt bus stops. One question though to add glr in ave is it just a matter of adding the correct transit switches to the lot.
.
.
I need to remove the base texture which I believe is possible with PIMX tool. :)
Why make efforts with the lots, modding them, TE-ing them etc? Finally players don't like having two or more roadtop sets in their installation.
Better make them props for RTMT, whose appearance is custmoizable. You can select the textures and markings (or no markings), select the props, have or not have ancillary props (bus-sign, timetable, phonebooth). In prop-family mode, the main props (busstop shelter, subway entrance and GLR shelter) can coexist with the ones included in the RTMT pack, and you can specify which ones will appear in each plop.
Ok will do that, these are a learning execise for me and I get a bit carried away with finding out how things work.
For RTMT props am I right that I just need model and description files with the model centered on x and y axis and facing south.