Circumstances in my life (the addition of children mainly) meant I had to hang up my BAT cape and fade into the background, where I have lurked, but still watching.... However, recent discussions elsewhere about the LEX and custom content made me remember there was always one BAT I wanted to do, but never got around to... So for one last time, I suit up....
A start...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbasebuilding1a_zps7e17e8d2.jpg&hash=c19ef1fe65854205eb151af4d3ba0fb083597489)
And a little more context...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fbasebuilding1_zpsaac7744d.jpg&hash=ad14f9eccba1bf62cd757120e3fbbd2263ca5096)
Can you tell what it is yet?
Either a theatre of some sort, a cruise ship port, a mall, or a museum.
%confuso the base to the Sydney Opera House ()what() ???
SC4 is a game, and RL takes precedence, so it's understandable that you wouldn't have time to BAT very much. With that being said, I'm glad you've decided to do just one more. I'm guessing it's an office building?
"The addition of children" is usually one of the best things in life, so we can hardly complain. When on top of that you start BATting the Opera house, we can complain even less!
Cheers
Willy
And the winner is....
the man in the hat!!! Well done Jack.
Those were renders as of 6 hours ago... Here's where it's at now. Didn't want to reveal too much all in one go :thumbsup:
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Looks awesome already!
Looks fantastic!
Looks nice :)
I see the second facade in the background, it should arriving shortly yes.
'Tis a good day indeed when a legend rises from the shadows and then shows us this masterpiece! Yay! ;D
Quick update... Finished the front window.
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It's always a shame to see such talented BATers leave the game. Good luck with everything, maybe one day your kids will find an interest in the game and you can pass on the joys of making new content :)
On the brink of a new Simcity we see another great building arise for the classic SC4 ... I am looking forwrd to see it in-game. Children do grow up, so Cal will be back one day. :P
A legend back making a legendary BAT what more could we ask for. &apls
Great to see you around again Cal! Good luck with life and the children. I know how much of a handful children can be, but one day you'll find time again for yourself. Mine are all watching cartoons right now....so I have about 20 minutes to myself. $%#Ninj2
Robin :thumbsup:
Wow. The Sydney Opera House has been on the top position of my "BAT Wanted" list since the release of SC4 Vanilla. I dropped a few hints here and there over the years, and it looks like someone finally picked up my dream. Nevertheless, spend as much time with your kids as possible, since kids are the greatest gift that life brings to you. :)
Very brave choice, it will give a beautiful BAT undoubtedly. :thumbsup:
Good start.
A beautiful start to a beautiful building &apls We're all very lucky you've decided to have a last "hurrah"!
Looks great! :thumbsup:
Are you also gonna BAT the waterside? Well, not the water but the surrounding harbor walls? Looking at pictures I noticed they've the same color and structure as the base of the building, hence why I ask. :)
It's great seeing you batting again. And, wow, the Sydney Opera House, it's a nice building in real life. You've made a fantastic start with this great building. I'm eager to see how this will evolve.
-Matthijs
OK, I've sobered up now from a rather intensive weekend, and managed to (mostly) finish the main building structure, which I simply cloned to make the smaller section of the Opera House. Texturing going OK too.
Question: Do I leave it on the base (as shown in the pics) or should I have the Opera House building without a base? With the base I get better shadows, but it'll look a little bare, and if it's not on a base, it gives more scope for lotting. Also, size. It currently sits on 8 tiles x 5 tiles... is this too small? It's been ages since I had to think of anything other than real world scale.
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Looks superb, Lee, but then I would expect nothing less from you. I would be happy to do the lot honours etc for you even though I am barely back into SC4.
Absolutely wonderful.
As for the lot and base.
Would be great if it is possible to make three version. One base to be plopped half on water as the real Opera, one with the base to be plopped on ground, and one without base.
Actually don't mind that. Vortext and Shaun's idea are much better. :)
The canary yellow section is a nice Aussie touch. I'm surprised they haven't painted the whole thing that colour already. ;)
It looks amazing mate. I'm all for leaving the base. Can you not do a custom LOD for it and allow Barby to put some props in there?
Looks splendid! &apls
As for the base, why not export it seperate with walls extending underground, if that's possible. That way the base could be added as a prop.
It looks amazing Cal! If i were you i would follow vortext's idea...
I like Shaun's idea best.
It's looking great!
Will there be a CAL Canal version? ;D
It looks fantastic. I'd say also that vortex idea for the base would have my preference. In that case make sure though you have thightly fitting LODs :)
Now this is a building I've been hoping to see one day in the game. The shadows are great. I think you could get away with a custom LOD that allowed for props to be placed slightly above it without producing a hovering effect.
-Matt
So, the general consensus is keep the Opera House separate to the base, and have two bases, one which extends down for use on water and the other standard height... OK, I should be able to manage that. What about the size though, does the scale look OK? I don't really have anything to compare it with. As I mentioned, at it's current size it should sit on an 8x5 LOT.
Quote from: callagrafx on January 31, 2013, 08:59:02 AM
So, the general consensus is keep the Opera House separate to the base, and have two bases, one which extends down for use on water and the other standard height... OK, I should be able to manage that. What about the size though, does the scale look OK? I don't really have anything to compare it with. As I mentioned, at it's current size it should sit on an 8x5 LOT.
I'm not sure what that compares with but this deserves a big lot, so it sounds good to me.
Quote from: callagrafx on January 31, 2013, 08:59:02 AM
....What about the size though, does the scale look OK? I don't really have anything to compare it with. As I mentioned, at it's current size it should sit on an 8x5 LOT.
Looking good &apls
In real life it is 183m long by 130m wide (approx 11x8 SC4 tiles); your proportions are OK, it may just be slightly underscaled (say 1.2 times). Obiously it doesn't need to be exact...
Also, (and I am assuming that the windows aren't finished yet), here's a good picture to help you get an idea of the mullion spacing and arrangement on the large windows as well as the gap between the two semisphere sections.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2F0.tqn.com%2Fd%2Fgoaustralia%2F1%2F0%2F4%2Fh%2Foperahouse3.jpg&hash=668316527867ed667e298bef810b6c9b7865de18)
:thumbsup:
Wow, great effort &apls
I've always been longing for a new Sydney Opera House. :D
Why is it every image of the SOH I look at, I see something I completely missed in other images? Do you guys keep remodelling it after each season? It's like hitting a moving target. :'(
Matt, I tried to do the mullions to the same spec as the original but they're too close together to render coherently, which is why I did a cut-down spin on it... also, the windows were created using an editable poly then adding a lattice, so to increase the mullion count now would mean a major remodel of the front window, which wasn't easy the first time round. I'm afraid it'll have to be a more "stylised" version than a 100% accurate one :thumbsup:
But thanks so much for that image, it show's I've got the two sections too far apart and I need to add in the canopy between them. When I get more downtime, I'll adjust and post an update.
*whispers* OK guys, he thinks he's got it worked out. Add an extra sail to each wing.
fantastic work! this building was really missing for sc4 &apls
Coming at it from all angles....
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Even if it's not a rivet-counted reproduction, I think it's looking great. There's no mistaking what it's supposed to be. As for the extra details, I had always thought that was something only I did when I modeled buildings. Then again, I didn't have friends like Shaun helping out.
As for unusual shapes like the opera house's "sails" how did you go about reproducing those? Unusual (non-rectangular) shapes like those have always daunted me when modeling.
-Matt
Quote from: threestooges on February 01, 2013, 10:46:18 AM
As for unusual shapes like the opera house's "sails" how did you go about reproducing those? Unusual (non-rectangular) shapes like those have always daunted me when modeling.
-Matt
Trade secret :thumbsup: $%Grinno$%
Actually, quite straightforward. I created the "arc" cross section, then lofted to create the curved shape, then simple boolean cutouts to finish off. Converted the whole thing to editable poly for some vertex tuning (chamfering the edges, that sort of thing). They're all pretty much the same shape, just done at different angles. The hardest part was doing that only from photos from the interweb...
I'm actually amazed that no-one else has seriously tackled this before, but I can only find one other model and that's on the STEX (and I can't say I was impressed with that either).
Looks amazing. Can't wait for nightlites :)
Thanks for the explanation. I followed it all except the boolean cutouts. I know the basics of how they work (in theory) but haven't really applied them much (at all) in practice. I think those sails may indeed be the reason no one has seriously tackled it before, but you seem to have made short work of them.
-Matt
Quote from: callagrafx on February 01, 2013, 11:03:49 AM
Quote from: threestooges on February 01, 2013, 10:46:18 AM
As for unusual shapes like the opera house's "sails" how did you go about reproducing those? Unusual (non-rectangular) shapes like those have always daunted me when modeling.
-Matt
Trade secret :thumbsup: $%Grinno$%
Actually, quite straightforward. I created the "arc" cross section, then lofted to create the curved shape, then simple boolean cutouts to finish off. Converted the whole thing to editable poly for some vertex tuning (chamfering the edges, that sort of thing). They're all pretty much the same shape, just done at different angles. The hardest part was doing that only from photos from the interweb...
I'm actually amazed that no-one else has seriously tackled this before, but I can only find one other model and that's on the STEX (and I can't say I was impressed with that either).
One of the early 2000 versions of AutoCAD, (I want to say 2002 or 2006) came with a 3D model of the Sydney Opera House. My computer wasn't really capable of doing much more than opening it, but it looked impressive.
Quote from: MTT9 on February 01, 2013, 11:21:39 AM
Looks amazing. Can't wait for nightlites :)
Mindreader...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FSOH_West_night01_zps016811e3.jpg&hash=1a87fa98f3740281dead13bfddb941be83a73451)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FSOH_South_night01_zpsffd740d9.jpg&hash=c6ab33954d2cdee6c83cc145f73663fd8ab7212c)
Quote from: callagrafx on February 01, 2013, 03:05:54 PM
Quote from: MTT9 on February 01, 2013, 11:21:39 AM
Looks amazing. Can't wait for nightlites :)
Mindreader...
I've been told that before ;D
Those look amazing. How did you get that orchestra?
I bet he tricked us all and just cut some photos he found and presented them as his BAT here. :D
Jokes aside, this looks amazing alright! I really need to find a Sydney map and start building a city, leaving room for placing this upcoming masterpiece.
Quote from: Andreas on February 02, 2013, 09:40:42 AM
I bet he tricked us all and just cut some photos he found and presented them as his BAT here. :D
Busted!! :'( :'( :D
Nightlighting is complete, so I'm going to export it and see what it turns out like. I've increased the size of it too. And a final decision about the base... there isn't going to be one. To better tie it into the game the base will be whatever Barby sees fit to put it on. This way, she can add waterfront or canal pieces (not necessarily mine) and/or place it on an inland lot. It also means that if anyone else wants to adapt the lot to fit their cities or waterfronts, they're not tied into a modelled base. I am the very epitome of compromise :D
and it saves a whole load of hassle with LODs(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fsoh_nightfinal_zps5516321d.jpg&hash=190e21c0da6d6fe80c12473f8fb989cc47bc8ec4)
Quote from: MTT9 on February 01, 2013, 03:50:54 PM
Those look amazing. How did you get that orchestra?
Nothing simpler... looked for a suitable image on google (plenty around) and mapped it onto a shape under the window. It's not the right angle but the impression it gives is fairly realistic, all things considered.
A true masterpiece indeed! ;D
Wow! What a spectacular job! &apls
Wonderfully done. Not sure I would've thought the angle of the orchestra was amiss had you not mentioned it.
-Matt
Wow, wow and wow. I am speechless.
Wow!!! Your modeling looks really great, and the night lights and texturing is great too. :)
Stunning! &apls
Whoa! Am i seeing things? :o :shocked2:
Awesome work. :thumbsup:
I joke and abuse you every opportunity, but this is an absolute masterpiece. I'll be sad if this is the last we see from you, but it's a hell of a way to bow out.
What a wonderful way to sign off BATing for a while. You will be missed, and especially after this, remembered by everyone in the SC4 community! "Always leave with a bang" I say, and a masterfully done recreation of the opera house is nothing short of a bang, if not a cacophonous explosion.
Good luck with your new lives! Haha. :thumbsup: Kids are great, but they'll make you feel like :-\ most of the time.
I think this beauty will be a must have in my place. Got some waterfront to spare for sure. Great work!
Cheers
Willy
luv the pedestal and the texture work progress... as to scale, as long as it looks right and doesn't look all huge or squashed like a shoehorned foot... it s a great modelling subject :thumbsup:
Hey! Guess what!! It WORKS!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FSOH_IG_D_zps3021892f.jpg&hash=543c41948c19afcf968fc6ec180bb2af03060fca)
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It looks even more beautiful ingame!
Can we have a Dark-night render?
That looks amazing cal! I'll second that request for a darknite render ;)
Absolutely stunning work! &apls &apls &apls
Thank you everyone, most kind. I am happy with the final result, especially the crispness of the render... Doing this did take me back to the golden days of SC4 BATing, and I suppose one of the things that caused me to stop was there was (practically) nothing that hasn't been done before, except the Opera House... And I've always tried to produce something that was unique. I won't say this is the last time, because if inspiration strikes, who knows?
Oh by the way, it IS a darknite version :thumbsup:
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Really great, I'm so happy that the result turns out so fine ;D
So will it be renderred as a whole or seperated? I suggest the house and the base being seperated so we will be able to use the house part alone (sometimes). At now, the base part looks so long and wide that it will look empty if few props are set on it. Then too many props (from different MEGA packs) may add the length of the dependency list. ()what()
Quote from: weixc812 on February 05, 2013, 08:42:40 AM
Really great, I'm so happy that the result turns out so fine ;D
So will it be renderred as a whole or seperated? I suggest the house and the base being seperated so we will be able to use the house part alone (sometimes). At now, the base part looks so long and wide that it will look empty if few props are set on it. Then to many props (from different MEGA packs) may add the length of the dependency list. ()what()
The "base" is part of the structure and part of the rendered model... the sail elements are just the roof :thumbsup: It IS a big expanse of not a lot, but that couldn't be helped. Sometimes less is more
Sweet jesus, the darknite version (well, render, not with maxis night) looks wonderful.... Can't wait to put my hands on it! :D
Quote from: art128 on February 05, 2013, 10:11:10 AM
(well, render, not with maxis night)
Could you clarify?
If i'm not mistaken, the first picture where you showed the nightlight in-game were Darknite, but without the darknight mod? ( looked bright to me, that's why i thought it was a maxis night render and not Darknite one )
But it clarified my mind when you showed that last one with the two night renders. ;)
Hope you get what I mean this time. :D
Amazing cal! You will be remember among cannal users and SOH lovers :)
Truly breathtaking :o Is it possible you've outdone yourself?
Quote from: art128 on February 05, 2013, 10:20:44 AM
If i'm not mistaken, the first picture where you showed the nightlight in-game were Darknite, but without the darknight mod? ( looked bright to me, that's why i thought it was a maxis night render and not Darknite one )
But it clarified my mind when you showed that last one with the two night renders. ;)
Hope you get what I mean this time. :D
Aha!!! That shows how long I've been away... I didn't know there was such a thing as darknite mod :thumbsup:
Quote from: callagrafx on February 05, 2013, 11:07:04 AM
Quote from: art128 on February 05, 2013, 10:20:44 AM
If i'm not mistaken, the first picture where you showed the nightlight in-game were Darknite, but without the darknight mod? ( looked bright to me, that's why i thought it was a maxis night render and not Darknite one )
But it clarified my mind when you showed that last one with the two night renders. ;)
Hope you get what I mean this time. :D
Aha!!! That shows how long I've been away... I didn't know there was such a thing as darknite mod :thumbsup:
Yeah, it's basically a crime mod, which eradicates minor crime but increases major super villain crimes. A modded search light appears atop your main police station.
Quote from: Diggis on February 05, 2013, 12:40:44 PM
Yeah, it's basically a crime mod, which eradicates minor crime but increases major super villain crimes. A modded search light appears atop your main police station.
for a joke that bad, only this will do...
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Wonderful render of the facepalm!
Cheers
Willy
Now I've been educated in the difference between Maxis nite and Dark nite (besides the obvious visual one) I'll be releasing this as both Maxis and Darknite. As the model comes in around 5mb they will be separate downloads on the LEX, so if you don't need the DN version, you won't have an extra 5MB taking up your plugins :thumbsup:
The Goddess will be LOTing these, but she's an incredibly busy lady so there is no current timescale for completion. You've waited this long for the Opera House, I'm sure you can wait a little longer :thumbsup:
Oh yeah... it's probably going to be a conditional landmark ;)
Quote from: callagrafx on February 07, 2013, 04:07:19 PM
Oh yeah... it's probably going to be a conditional landmark ;)
If the Goddess can remember how to do it ;D
Quote from: BarbyW on February 08, 2013, 12:27:26 AM
Quote from: callagrafx on February 07, 2013, 04:07:19 PM
Oh yeah... it's probably going to be a conditional landmark ;)
If the Goddess can remember how to do it ;D
If the Goddess can find it in her menu. :D
I will be very patient :bomb:
Just made a start so nothing startling. The marrast embankments seem the best for this but the lot will need careful placing.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Fsydneydnnew_zpsa31cff1f.jpg&hash=7b51acddc136c08c0bf62bf61e18fe189bdfd3cd)
QuoteIf the Goddess can find it in her menu.
I have it done properly now so can find it everytime ;D
&apls &apls
Looking at that, how about I make some table/chair parasol props that are more in keeping with the building? Don't think the beer garden ones are working for me ;)
Suits me if you want to/can do that. The ones at the front are your Fosters benches.
Quote from: BarbyW on February 08, 2013, 04:20:48 PM
Suits me if you want to/can do that. The ones at the front are your Fosters benches.
All done and emailed... here's a sneaky preview of them.
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set consists of patio set with parasol, banners and potted spruce tree
Got them and will use them tomorrow. I'll post an LE pic.
Picture just from LE. I've had to remove the embankment pieces until I have done the rest of the propping. Three different lamp posts too as I can't decide which to use.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Fsopnewprops_zpse9871ec6.jpg&hash=1a73348e25c66b11c4b7fdb94eb10bb3c674eb91)
Great continued work both of you &apls
I'd prefer the smaller lights from the picture. While I like the new table/umbrella props a lot the difference in scale between them and the people, benches, and lights seems pretty large. Perhaps the new props could be enlarged a bit? namspopof has some excellent and well-scaled props of people over on TSC that could also help with the scale discrepancy :thumbsup:
hmmmm I see what you're saying, so I've made the props bigger and sent to Barby. In terms of the lighting, I would also be inclined to use the smaller twin lights rather than the other two... I think it's more in keeping. I'd also space the tables out a little more, fill the LOT with space :thumbsup:
Missed this yesterday, I'll use the excuse of the excitement of seeing Kristina again $%Grinno$%. Got the new props and will use them a bit later. The lampost you seem to like is the one from the farmers' market and it has a wastebin attached so I can save a prop.
I deliberately clustered the tables together as that is how they appear on the real thing but intend to add some more round the lot. This was just a very small part for initial comments.
Quote from: BarbyW on February 11, 2013, 07:31:02 AM
I deliberately clustered the tables together as that is how they appear on the real thing but intend to add some more round the lot. This was just a very small part for initial comments.
Yep, I realised that... $%Grinno$%
Same small part redone with the new props for comments on scale etc. I have done some more lotting but am more interested in us getting these new props right before showing anything else. ;D
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I also hope that our Australian friends will give me some leeway on the complete lot as it is a large space to fill with basically very little in the real thing ::)
Looks good to me... everyone knows the SC4 people are way too tall ::) The props are in scale with the other ones and not too far off the building scale. And you don't have to fill it if you don't want to... it's called "creative licence" :D :thumbsup:
Yeah, the Maxis people are way too tall, unfortunately. I'd say if you want to use them on the lot, keep them away from those umbrellas. :) Looking at some photos of the opera house, the open space is pretty empty, so maybe using an interesting base texture will allow you to keep the number of props relatively small without making the lot looking too "boring".
I have a completed lot which has 4 prop packs and 2 texture packs as dependencies. Not a lot for an 8x14 lot. ::) I have tried to be true to the real thing although it is difficult. Comments from all and sundry before I continue, please.
A view of the road end of the lot with some car parking.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Foperarear_zps0ec99650.jpg&hash=624aa5d78c090a01569b299e7760b8bd88c089b6)
The sea side of the lot with a couple of boats offset.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Foperafront_zps9b65a5e7.jpg&hash=67f245ff531f1fe789da9c56fcc7e2d9e1edceae)
Close up of Lee's new props at the front of the lot
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Ffrontcloseup_zps2c8acae1.jpg&hash=1b8969a676e41b962eda6cc466503f0ebbf0dd49)
A zoomed out view of the complete lot.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Fzoomoutfront_zps5800a1f1.jpg&hash=126d874fd0596f54a3f35757b347383cf0917c42)
The only thing I'd say is the base texture is too similar to the building... do you have a texture that is more "grey pavers"? Also I'm not 100% sure about the lorries... How about making that area another "al fresco" cafe area, like the front... maybe 2 rows of tables only? BTW, the parasol & tables lights up at night too :thumbsup:
Looks good :thumbsup:
I agree about the Lorries; is it possible to run a street underneath the very end steps which have the open archway (as it does IRL where it functions as a porte cochere) and possibly remove that little car park at the rear?
Also those tables and umbrellas appear underscaled. Lee, is the base of the umbrella section at least 4.2m - 4.5m high?
Quote from: mattb325 on February 17, 2013, 04:31:14 PM
Also those tables and umbrellas appear underscaled. Lee, is the base of the umbrella section at least 4.2m - 4.5m high?
They're actually overscaled... if you look at the size compared to the base texture 16m grid, you can only really fit three table/parasols per grid at a squeeze. The disporportionate size of SC people doesn't help. The viewing angle also means the parasol appears closer than it actually is.
I've been playing with the base textures and trying to run the road under the end steps. I don't like the road on to the lot as it looks clunky so have decided not to try to do that. As for the change of base textures, I tried many different ones and I have taken a picture with three different ones for your comments. I'm not sure how well any will work on the whole of the lot but before making major changes I'd like Lee's comments.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Fbasetextures_zps2834f5bd.jpg&hash=cf878dc5a03db476db2a588b3a9142f4ba72c209)
I prefer the left light grey base tile, for it's neither complex nor strange :)
Definitely the plain grey one... it matches in with the Marrast walls and will provide a contrast to the building. Could you add some flora to break it up? And I shouldn't worry about trying to run the road under the steps... it might have worked if they weren't at an angle.
OK I'll go with the left hand grey texture and start again tomorrow. I'll also leave out the attempt at running the road underneath as even though I have two offers of new textures - thanks you Diggis and Geoffhaw - I don't think it would work properly.
I can add flora and also some prop flowers etc. I won't be true to the original but will look better I think.
It seems there's some impatience with this being released... so let me just state, for the record.
It will be released when, and ONLY when, Barby has finished LOTing it and is happy with it.
After all, it's been 10 years of gameplay without it and no-one has ever seriously taken it on before, so let's all just take two FukitolTM, chill and kick back ;D
Base texture changed for the plain grey and some more props added - a couple more al fresco cafes etc and some potted trees. In game pics instead of LE ones as well.
This is the overall image of the lot in game zoomed out to show the whole thing. The embankments are not showing as the water is deep.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Fsopzoomout_zpsbd3b5f61.jpg&hash=d138638f46ffebe8abe48e2ba99bc4ae35318bcf)
A closer view of the righ hand side:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Fsopright_zpsa264647a.jpg&hash=48087562ae1a40823919463aef6e739db1710879)
The front - I did place some offset boats but they aren't showing for some reason. Have to check that.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Fsopfront_zps89009f66.jpg&hash=81bf33c9a5652351cbf22256c7e729b6cf9910c4)
The left hand side:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Fsopleft_zps72e08e52.jpg&hash=ea15c99c3440dc1890e5543f16847fa27c7b80f9)
And finally the rear of the lot.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Fsoprear_zps33809c11.jpg&hash=61ec11ccb282718bc0e48bd19610240a39608d2b)
The shadows in the rear area are bothering me but it may just be me. ;D
I shall also do a couple of canal versions which will have more florals and trees on. Not correct but then neither is a canal.
Excellent progress &apls I've been following the project here quite closely and should apologize for not offering more feedback. Obviously the BAT is something fantastic but it presents a heck of a challenge lotting. So much space to fill and such an unusual type of lot, not to mention the icing on the cake that is the functional reward component. The new props, the incorporation of the old ones, and even boats on the way?! Kudos BarbyW and callagrafx--you're truly doing something exceptional.
I like the plain grey texture, it makes the building stand out.
Quote from: BarbyW on February 26, 2013, 12:21:38 PM
The shadows in the rear area are bothering me but it may just be me. ;D
Nope, that was bothering me as well, the third picture has weird shadows going on, too. It looks similar to shadows cast from BATted foundations, though I believe it doesn't have any? It could also possible be because it's an overhanging / water lot. &mmm
It's not overhanging the LOT, but them there shadows are really odd... it's almost as if the BAT is floating, but then the shadows are also being cast in the wrong direction. Is the lot set to auto-level? How about making only the first 6 tiles water-enabled, so more of the LOT is placed on land?
I'll try that, Lee. It is so strange as it is not overhanging or even on the edge. I hadn't seen it before and it really threw me. Tomorrow I'll change the water settings and see what happens.
I wonder if our Polish friend will post again. I would love to see his comments $%Grinno$%
I'm glad that I could have speed up some processes.
Oh you haven't speeded up anything. I am still working at my pace and it will be released as a LEX exclusive when it is ready.
I would love to see one of your lots. Take any model you like and make one to show me.
Sorry for OT.
Please select anything. Specify the maximal number of dependencies and I will play ;)
As many dependencies as you like as I probably have all of them. You choose the model and show me a well lotted and well modded lot. I am really looking forward to this.
Oh, I'll not create any lots. Someone blocked access to my LEX account. Playing below the belt.
I don't want to waste my time for You.
Good luck with Opera.
I'm just waiting quietly for the release ;D
Thanks to all for your great work on this spectacular BAT &apls
This BAT is fantastic, but the shadow problem is really disturbing. &mmm
I think Girafe is a person who may know a solution to solve the problem, also SimFox but he is unfortunately no longer active.
Quote from: jeckyll on February 26, 2013, 04:33:37 PM
Oh, I'll not create any lots. Someone blocked access to my LEX account. Playing below the belt.
I don't want to waste my time for You.
Good luck with Opera.
I'm afraid that's the price you pay for impatience, arrogance and rudeness. Access is a privilege not a right, after all.
The shadows aren't model related, but something generated by the game engine...
He could have got something from the STEX $%Grinno$%
I changed the water tiles so only the first 6 tiles of the lot need them.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Fsopmoreland_zps2c3ae6e6.jpg&hash=5526118396836a9526ed62697031a55df657630a)
Still odd shadows.
@Barby: Did you try placing the model on a new lot and plop it in flat land, without water tiles? Any weird shadows there, too? Then I suspect it's the model after all.
@Lee: Did you make sure that no part of the model goes below the height of zero? What about the LODs? I wonder if a model with custom foundation would fix those weird shadow issues.
Quote from: callagrafx on February 27, 2013, 02:02:29 AM
The shadows aren't model related, but something generated by the game engine...
Game engine related OK, but this is due to the fact that the model goes below the heigt of zero in Max without a proper LOD structure (as Andreas mentioned). And I remember that Girafe was confronted with the problem on one of these BAT, and the problem was solved with a proper LOD.
I'm seriously tempted to create an offset model with base and have the LOT overhang, as I'm pretty sure the shadows were fine on my all-land test LOT. Barby, what do you think to this? It will mean there would be two separate models...
I'll take out the water requirement as I am going to make a couple of canal lots anyway. Let's see how it looks on all land. The other option is to make is a prop over an invisible building. That is not a problem to do.
Off to play. Back later.
I'll tell myself off for double posting ;D
No water tiles and plopped onto flat grass.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Fsopnowater_zpse309630e.jpg&hash=8fb3b243ff309eb65c93cc3ba6e83db1ee5c5d93)
No change in the shadows :(
Quote from: Delecto on February 27, 2013, 05:26:00 AM
Quote from: callagrafx on February 27, 2013, 02:02:29 AM
The shadows aren't model related, but something generated by the game engine...
Game engine related OK, but this is due to the fact that the model goes below the heigt of zero in Max without a proper LOD structure (as Andreas mentioned). And I remember that Girafe was confronted with the problem on one of these BAT, and the problem was solved with a proper LOD.
What do you mean by a "proper" LOD? I've just double-checked and while there is mesh below the ground plane, the LOD is sat a z=0m. There's never been any problem with meshes extending below the LOD, as that's how I did the canals...
I'm going to re-export the model and reset all the camera/lighting/handles and see what happens.
$%Grinno$% ::) ;D $%Grinno$% ::) ;D I shall suspend work for the time being.
Quote from: callagrafx on February 27, 2013, 02:59:42 PM
There's never been any problem with meshes extending below the LOD, as that's how I did the canals...
Not to be rude but your canals actually do suffer from the same problem.
(https://dl.dropbox.com/s/kfio74iygdkk4va/calcanals.jpg)
However, since the areas in which the shadow is cast usually is occupied by another canal piece, thus covering the weird shadows, I guess it wasn't much of an issue for most people. Personally I did turn off the shadows for all your canal pieces via the prop exampler, though that isn't much of an option for the Opera House.
Such a shame to see people testing and looking critically at their work before publishing :D This is a model project for how to do something difficult and get it done right.
Yes please, do NOT let this "little" test take a couple years. :D
(Great work really.)
Cheers
Willy
Quote from: vortext on February 27, 2013, 03:30:46 PM
Quote from: callagrafx on February 27, 2013, 02:59:42 PM
There's never been any problem with meshes extending below the LOD, as that's how I did the canals...
Not to be rude but your canals actually do suffer from the same problem.
(https://dl.dropbox.com/s/kfio74iygdkk4va/calcanals.jpg)
Taken from the very first development shot...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2Fin_game.jpg&hash=1c7ba0e3a0a880fa90b8c507bbc2f240931eabfa)
Nary a shadow there... And if I recall, they are actually props, not buildings, which also if I recall don't cast shadows.
Lee, the Pic from Vortex is what happens naturally to props when there is Mesh below ground level. Props do cast shadows, just look at all the trees. However, there is a setting in the prop exemplar is ground model which you turn off to avoid that issue. It's what I had to do to all my stream and pond pieces. I've just checked and your sets have it set to false too, meaning they won't cast shadows.
I have also checked Lee's canals and also Jeff's. Neither set show any shadows as vortext showed.
As regards the length of time being taken to develop the Opera House lot, BSC stands for and always has stood for, quality in the finished product. That is why the LEX has a candidate programme before uploading is allowed. It will take as long as it takes to get the model right and then the final lot so please don't post about things taking too long.
Double posting again ;D
Made a prop over a blank building lot. Put the sandy base down to see if that made a difference but it doesn't then forgot to replace with the grey. Anyway the odd shadow is gone.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Fpropopera_zpsd98999d5.jpg&hash=7af525f1f54086dd0b0f32a5fe1dcb45c7fcea0c)
Quote from: BarbyW on February 28, 2013, 03:23:46 AM
I have also checked Lee's canals and also Jeff's. Neither set show any shadows as vortext showed.
As regards the length of time being taken to develop the Opera House lot, BSC stands for and always has stood for, quality in the finished product. That is why the LEX has a candidate programme before uploading is allowed. It will take as long as it takes to get the model right and then the final lot so please don't post about things taking too long.
That's because, as above, they've had the
is ground model set to False in the prop exemplar. If you turn that to true it'll cause the issue seen by vortex.
Take a look at the exemplar of the prop you made and see what the setting says? You'll note, all shadows onto the ground are gone. Only the ones projected onto the model are showing up, which looks odd.
Quote from: Diggis on February 28, 2013, 04:32:45 AM
Quote from: BarbyW on February 28, 2013, 03:23:46 AM
I have also checked Lee's canals and also Jeff's. Neither set show any shadows as vortext showed.
That's because, as above, they've had the is ground model set to False in the prop exemplar. If you turn that to true it'll cause the issue seen by vortex.
Take a look at the exemplar of the prop you made and see what the setting says? You'll note, all shadows onto the ground are gone. Only the ones projected onto the model are showing up, which looks odd.
I left the Ground Model set to True for the Opera prop. I think vortext must have made a set of exemplars himself for the canal pieces and not changed the True to False.
Quote from: Diggis on February 28, 2013, 04:32:45 AM
That's because, as above, they've had the is ground model set to False in the prop exemplar. If you turn that to true it'll cause the issue seen by vortex.
That's because vortext must have
changed that setting himself, because they were all set to false...I do that as a matter of course with props. And I'm really not convinced that the game knows there was a mesh there, especially considering all it sees are a series of bitmaps that are mapped to a LOD, which then uses an alpha channel to remove the background. The LOD itself sits at dead z=0 and at no time is any mesh that's below the ground plane visible to the camera.
Another thing to note, if you turn the game renderer to software (as I have to, as the game flickers like mad on HW rendering on my machine), the shadows are gone too, which is why I didn't see the issue before I sent the model to Barby.
Well, I just redownloaded and installed the canals (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2373)to check if it wasn't because of my own tinkering;
it is not. Though on initial plopping there're no shadows, if you zoom in and out and rotate a few times they'll appear. So unless this is something inherently due to my pc, one should be able to reproduce it. Also, all prop examplers in fact have the 'is ground model' property set to true.
Quote from: callagrafx on February 28, 2013, 04:40:36 AM
Another thing to note, if you turn the game renderer to software (as I have to, as the game flickers like mad on HW rendering on my machine), the shadows are gone too.
That's no solution either since the recent HD terrain mods require hardware rendering, i.e. lots of people play in hardware rendering.
Hope I'm not too much of a buzzkill, I just want this gorgeous building to be perfect ingame! :)
Changed to s/w render and look:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi5.photobucket.com%2Falbums%2Fy171%2Fbarbyw%2Fswrender_zpsad8721ec.jpg&hash=2dd0b80ab28647db36232be4bf9d2df1e3557a8f)
No strange shadows so it is definitely a game graphics problem. I shall now add the water tiles again and see it it is still OK.
Quote from: vortext on February 28, 2013, 04:49:03 AM
Well, I just redownloaded and installed the canals (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2373)to check if it wasn't because of my own tinkering; it is not. Though on initial plopping there're no shadows, if you zoom in and out and rotate a few times they'll appear. So unless this is something inherently due to my pc, one should be able to reproduce it. Also, all prop examplers in fact have the 'is ground model' property set to true.
I've tried to replicate that with a fresh download and can't. They never show shadows for me. Can you check the settings for the
is ground model? If it says false is should never show shadows and the version I downloaded did say false.
Quote from: BarbyW on February 28, 2013, 04:55:49 AM
Changed to s/w render and look:
No strange shadows so it is definitely a game graphics problem. I shall now add the water tiles again and see it it is still OK.
Barby, What is the setting for
is ground model on that? If it's set to false, you won't see the main shadows for the model either. You'll only see the shadows baked into the model by the BAT, not the shadows across the base texture etc, which should be there.
Quote from: Diggis on February 28, 2013, 06:39:39 AM
I've tried to replicate that with a fresh download and can't. They never show shadows for me. Can you check the settings for the is ground model? If it says false is should never show shadows and the version I downloaded did say false.
I'm starting to doubt my own sanity now. $%Grinno$% Did you try the same set I linked to? (i.e. this one (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2373)). If so you should be able to reproduce it.
I just re-redownloaded it to make absolutly sure and wether anyone likes it or not, in the version I download the examplers have
is ground model set to true, thus giving rise to weird shadows.
Maybe, somehow, perhaps, I get an outdated download?? ()what()
Upon installation the date and timestamp for CAL_Stone_Canals_Base_Set.dat is 4-5-2010 16:58. Would be great if anyone could verify this, too, before I consult a shrink! :D
Quote from: Diggis on February 28, 2013, 06:39:39 AM
Quote from: BarbyW on February 28, 2013, 04:55:49 AM
Changed to s/w render and look:
No strange shadows so it is definitely a game graphics problem. I shall now add the water tiles again and see it it is still OK.
Barby, What is the setting for is ground model on that? If it's set to false, you won't see the main shadows for the model either. You'll only see the shadows baked into the model by the BAT, not the shadows across the base texture etc, which should be there.
This is the original lot not the one with the prop on, hence no ground model setting as this is a building.
vortext, you have the Stone Canals set and are correct in that the prop exemplars are incorrectly set to True. I'll correct that set with Lee's permission and, if I can remember how to make the installer will upload the new set. Lee, Shaun and I checked the original set which have the correct setting so we have been comparing different sets. ::)
Quote from: BarbyW on February 28, 2013, 07:12:48 AM
Lee, Shaun and I checked the original set which have the correct setting so we have been comparing different sets. ::)
Hehe ;D That explains it then. Now back to topic, I hope the shadows will be fixed, would be a shame if this building goes without any.
I have solved the odd shadows by changing to s/w rendering and can confirm that adding the water tiles and plopping it on water doesn't have the odd shadows either.
Quote from: BarbyW on February 28, 2013, 07:39:10 AM
I have solved the odd shadows by changing to s/w rendering and can confirm that adding the water tiles and plopping it on water doesn't have the odd shadows either.
I've re-rendered the model with automatic LODs and while the shadows are still a bit off, they're nowhere near as bad... I'm now going to do a test render with all geometry on the 0 z plane and then see what happens. Finally if no shadows are wrong, I'll add a new custom LOD. If that screws up, I'm going home!
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FSOH_no-shadows_zpsc820ba2f.jpg&hash=89e89de642603d7c73da1eb7fc0f9cea399d76d5)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FSOH_no-shadows2_zps57844bc7.jpg&hash=17eac9073d55cf7d01c50953d5bdac7987f17c80)
Okay, I'll wait for the new model/s.
Quote from: callagrafx on February 28, 2013, 08:28:37 AM
If that screws up, I'm going home!
I thought that you
were at home. ;) :D Seriously it's great work from both of you and I do hope this shadow problem can be fixed.
Got fed up with trying to solve the problem...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FSOH_new_zpsdd56745c.jpg&hash=9af7d8c3ab56943916f79398f51011d2a1de7a4e)
More later...
I think that works better after all. :) With some tight LODs, it should be possible to place a few props without overloading the lot, but creating just enough variation.
It's an overhanging prop now... So that means I'll be adding the furniture to the BAT. Should make the Goddess's life easier :thumbsup:
Now that is beautiful. I love the seawall! and the fact that the lot's overall size looks smaller.
Robin
Indeed, this may be the best solution after all! Looks great! :thumbsup:
Quote from: callagrafx on March 01, 2013, 09:40:46 AM
Got fed up with trying to solve the problem...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FSOH_new_zpsdd56745c.jpg&hash=9af7d8c3ab56943916f79398f51011d2a1de7a4e)
More later...
This. Is. FABULOUS! ;D ()stsfd() &apls :thumbsup:
:angrymore: humph, taking my job off me now ::)
Looks great, Lee, and I'm sure I can make some propping changes to it.
I like this new lot look better than the previous look would have been even if it had had no problems (which were only problems for someone who might worry what might be lurking in the shadows).
well I'm glad thats mostly figured out %confuso ... $%#Ninj2 it was getting suspenseful there for awhile &mmm
luv the base/lot look with its 'organic' feeling rounds and the color textures aren't bad either... between you and Barby ought to come up with something really neat... :thumbsup:
Quote from: BarbyW on March 01, 2013, 11:19:38 AM
:angrymore: humph, taking my job off me now ::)
Looks great, Lee, and I'm sure I can make some propping changes to it.
Sorry Barby... :'(
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FSOH_West_props_zps0f99b47a.jpg&hash=0cef72894295ea722725dce5251e7fdfcbedd583)
OK, suit yourself ;D I'll sulk. ::)
Okay, that really is wonderful!
Love the foundation you have done, Lee.
It is a great bat indeed! Perhaps some algae on the foundation would make it even better. But it looks wonderful already! &apls
its looking stunning &apls
I don't know about the algae ... I got nosy and looked up the annual report they spend an awful lot of money on cleaning and building repair and maintenance over the course of the year, so I'm assuming they would be getting rid of any algae that settled on the base.
Quote from: mave94 on March 02, 2013, 01:02:21 AM
It is a great bat indeed! Perhaps some algae on the foundation would make it even better. But it looks wonderful already! &apls
I've done that before... spent ages on weathering seawalls with algae and guess what? They never show up properly. 3/4 of the foundation will be underwater, so there's no point in worrying too much about it. :thumbsup:
Ah, yes, you're right about that. Never mind then.
And I leave you, as I take a much deserved weekend off in Pisa, with the Opera House by night...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FSOH_West_night_zps689e06ab.jpg&hash=c3b484f759efd7c8e3deba1bdf16ef1922023fc4)
Gorgeous, Lee. Can't say anything else.
Well done :thumbsup: Congrats
A true masterpiece, Lee.
Now seeing you're making waterfront Opera... What about Oslo's Opera? :P :P (Just kidding ;) )
Simply stunning :o
Is that a new WFK I see coming on? :D
Great work Mate &apls
:thumbsup:
Amazing. &apls
Quote from: Diggis on March 02, 2013, 05:17:26 AM
Is that a new WFK I see coming on? :D
NO, it's bloody not! :D :D 'Cos someone is BOUND to ask for diagonals...
Awesome, Lee. That, and the new NAM, SC4, here I come! (Hey, that even rhymes!)
Amazing. :o It's better than the real thing. ;D
Quote from: Andreas on March 02, 2013, 05:36:27 AM
Awesome, Lee. That, and the new NAM, SC4, here I come! (Hey, that even rhymes!)
Andreas took the words out of my mouth. It's simply stunning and I love the night lighting. &apls
that truly is a work of art... and those seawalls are awesome too.
Quote from: callagrafx on March 02, 2013, 05:31:12 AM'Cos someone is BOUND to ask for diagonals...
Haha, that's me :D :P
Wonderful!
Just back from a little side-trip, and the Opera House is rendered.
Day
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FSOH_final_day_zpsf4d8987c.jpg&hash=f5aa15a04607deffcea1ef7c03a152d17d939963)
DarkNite (seen here in Maxis Nite)
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FSOH_final_dknite_zpsc803c5d5.jpg&hash=a459207dbe8f228b08a06a7b0270510c29116cde)
Question... Do I need to render for Maxis nite, or is the Darknite one OK even if you don't have DN mod installed?
I personally thing the darknight looks quite good in Maxis nite.
This is awesome Cal!
Hmm, I never used the DarkNight Mod, so I can't tell if it would stand out too much. Nevertheless, it looks lovely as it is, and since I personally don't switch to night mode very often, I'd be perfectly happy with the current nightlighting. :)
Just the one model then, thankfully :thumbsup:
The base is 64m deep, so it'll even sit on fairly high ground...
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and the ubiquitous night shot :thumbsup:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi95.photobucket.com%2Falbums%2Fl151%2Fcallagrafx%2FSOH_night1_zpsae6faaff.jpg&hash=eb4d5c4e85b9abb8174907ac816d6e6ce6f526a9)
And that's it, done! Barby has the model and will be making it look prettier, and function as it should.
I use night mode all the time but never with maxis night. i have a feeling that this wouldn't look out of place at all in a maxis night setting and have never heard an MN user complain about a DN model. If one uses DN an MN bat looks overpoweringly blue though.
I'm glad you included a such a depth to the walls but with my settings I'll only see a few meters of it :thumbsup:
&apls
Not sure what gives me the most thrill?! :D
The BAT, or the members participating!
()flower()
It definitely looks better with a base specialised for it :thumbsup: :thumbsup:
Yeah, the inverse shadow problem is a huge pain sometimes. I think the BATed base looks much nicer though. :)
The way the game makes shadows is it takes the previous rotation's (one of the rotations anyway) FSH alpha masks, and rotates and skews them to make the shadows.
The problem with underground BATs is that while part of the building is either underground, cut off by the LODs, or otherwise not visible, the rendered image of the underground portions are still there in the FSH files. Everything above ground essentially gets rotate so that the shadow is behind the building, meaning that everything that is below ground gets rotated so that the shadow is in front of the building. :(
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FwIqn6ty.jpg&hash=01d3541705b0f93c4e630692d56ac786fdeb6b43)
The way to avoid the problem in max is to model an object which covers up the undesired underground portions, and to give the mask object a matte/shadow/reflection material. And then things that are underground but need to be visible sometimes are usually made into custom foundations.
Sorry that I bump this thread again since I'm to eager to see the release of the Opera House.
Does BarbyW encounter any problems?
We hope it's just too busy for him to finish all the work in an instance. :-\
Thanks Jason, so many things forgotten over the years... When I get a chance I'll have a play. I use the matte/shadow material quite a bit for animations to do travelling mattes etc, dunno why it didn't occur to me to use them like this. Getting old.
We've had to relearn a load of things :D The Opera House will be a conditional landmark with a custom query, which requires some additional tinkering (that's well beyond me) and it's been years since we've done anything like that, so it's taking longer than anticipated. But all good things etc...
Query inserted and LUA for reward condition inserted into the file as well. Need to test both with and without condition now so I am getting there. As Cal said I have had to dredge up information from the depths of my notebooks and brain and my solitary brain cell Henry is complaining ;D ::)
Good work! :thumbsup: The model manages to capture the irregular shapes, and the nightlights look stunning! ;)
10 years in the making... all sorts of problems with the build and now, I am happy to say, it's
&dance /&HiPP/%
ALL YOURS, PEEPS!!!! /&HiPP/% &dance
http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2968
I will do the canal version when I get back from England in just over a week. It will not be a reward and will be much easier to lot and mod. I will make it so that it will fit with any canal set if you have Diggis' Mod.
Thanks to all for your diligent work on this legendary BAT. &apls I'll put it into good use :thumbsup:
^ditto that. Much obliged sir, what a spectacular job! &apls &apls
Thank you for your stunning work on this.
What a wonderful Easter present! Now I know what to do this evening. :)
Fantastic! This is absolute proof that SC4 is far from dead!
Thanks! Great present indeed.
Cheers
Willy