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SimCity 4 Devotion Custom Content Showcase => NHP Place => Inactive Teams => Team Custom Content Projects => NHP Creations => Topic started by: Tarkus on February 07, 2008, 04:06:41 PM

Title: Tarkus' Non-Transit Stuff
Post by: Tarkus on February 07, 2008, 04:06:41 PM
Yes, I'm taking the plunge into other areas of custom content creation now--but don't worry, I'm not going to stop transit stuff anytime soon. ;)

Well, first things first, I've recently started messing around with terrain modding.  I have always been wanting to create the High Desert region of Northwestern US (which, if you're not familiar with the area, covers the most of eastern two-thirds or so of Oregon and Washington, spilling into a couple other states as well).  I've been a fan of cycledogg's (aka c.p.) mods and textures, but I felt that his desert mods were a little more suited to the Southwestern US, so I developed a new terrain controller file, using his existing textures.  So, without further adieu, I'd like to introduce the Wasco Terrain Mod.

Here it is at lower elevations.  (I'm using it with dogfight's Dark Igneous Rock Mod and Cool Blue Water Mod.)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg408.imageshack.us%2Fimg408%2F3321%2Fwascoterrain020720084to5.jpg&hash=309d9d0e1b063042964a80aeefc4913d25482760)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg408.imageshack.us%2Fimg408%2F417%2Fwascoterrain020720083bw6.jpg&hash=277df0c628e323cab34b1f31e39ce04a88708462)

And at higher elevations, with cycledogg's trees:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg408.imageshack.us%2Fimg408%2F8343%2Fwascoterrain020720082rr6.jpg&hash=7dbd707eb8c649594f3dc356ee151fff757c0a5c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg229.imageshack.us%2Fimg229%2F9375%2Fwascoterrain020720081ob6.jpg&hash=af33305a11d357a1a21135f5f9bcd020c7fdcb5a)

I've also started messing around with map-making as well.  This is a map which I've called Kettle, and it's a 6x4 map.  It's actually a little bit small for my preferences. :D  And the Wasco Terrain Mod was used in making this region overview shot as well.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg211.imageshack.us%2Fimg211%2F6175%2Fkettle2ag3.jpg&hash=4852b83d6b1159a1431224f22711c346b13494d3)

-Alex (Tarkus)




Title: Re: Tarkus' Non-Transit Stuff
Post by: Pat on February 07, 2008, 04:49:44 PM
Alex WoW, talk about stunning here!!! I like the terrian mod Wasco, and also the map...  I can't wait to see the further devolpment here.... 



Ps I know you would never dump transiting stuff as I belive its in your nature lol  ;)
Title: Re: Tarkus' Non-Transit Stuff
Post by: RebaLynnTS on February 07, 2008, 05:21:20 PM
Nothing wrong with branching out, and you are doing a good job.
Title: Re: Tarkus' Non-Transit Stuff
Post by: Palpatine001 on February 07, 2008, 06:06:44 PM
Interesting branching off there Alex.

And talk about one remote and god forsaken area I would not want to get lost in.

:thumbsup: :thumbsup: Though  ;D
Title: Re: Tarkus' Non-Transit Stuff
Post by: figui on February 07, 2008, 06:29:45 PM
Alex, your wasco terrain mod is really good looking, although i'd prefer one less desert looking in my cities $%Grinno$%

Quote
Ps I know you would never dump transiting stuff as I belive its in your nature lol  ;)
:D i agree with Pat, i belive the same  ;D

mauricio.
Title: Re: Tarkus' Non-Transit Stuff
Post by: beskhu3epnm on February 07, 2008, 08:31:15 PM
Alex, way to bring your entourage with you! Incredible job on the mod, I have just installed it and took a quick peek on a large scale elevation map. Looking forward to working with you on this front...

You are soon to be a master of all trades. Great map, too... tons of variation, etc. Woah!
Title: Re: Tarkus' Non-Transit Stuff
Post by: dragonshardz on February 07, 2008, 09:11:19 PM
The only thing that map is missing is a good sized pre-bult port.  ;) ;)

Hint, hint, next map perhaps?
Title: Re: Tarkus' Non-Transit Stuff
Post by: Haljackey on February 07, 2008, 09:43:41 PM
I like it!  It looks right at home with the rock mod too.

LOL, have enough windmills?  Although, they do look great with the new terrain mod. :o

Best,
-Haljackey
Title: Re: Tarkus' Non-Transit Stuff
Post by: CasperVg on February 07, 2008, 09:47:05 PM
Oh, I like them. Does the Diagonal Jagged Edges mod work with the terrain controller? If yes, I would certainly use it when possibly released!
Title: Re: Tarkus' Non-Transit Stuff
Post by: jplumbley on February 07, 2008, 09:49:39 PM
HEY.. Did I tell you you could go out on your own?  Huh, huh...  ??? Just you wait, I will show you..  Show you good!   $%#Ninj2 ... Oh wait, this is in the NHP Creations Board.  YA..  :satisfied: Thats what I thought... See I taught you well.   ::)

Dont mind me.. just very, very bored over here and not ready to go lay down and goto sleep yet.... Although I should.. But NO, I must stay up for a few more minutes... Or not.

Hey... I just noticed, you made a new Terrain Controller...  :thumbsup: Wow, I didnt know you had it in you.   $%Grinno$%

JP, you've lost your mind!! - besk
Title: Re: Tarkus' Non-Transit Stuff
Post by: Pat on February 08, 2008, 03:05:22 PM
Besk that is soo true where ever Alex goes his groupies will follow lol..... Ohh wait did i just call myself a groupie hehehe??? Ooooh and I do agree that JP has lost his tiny little tree  :D
Title: Re: Tarkus' Non-Transit Stuff
Post by: Heblem on February 08, 2008, 03:10:02 PM
Nice terrain mod  :thumbsup:
Title: Re: Tarkus' Non-Transit Stuff
Post by: bakerton on February 21, 2008, 02:45:21 PM
What a great job sofar Tarkus. I am glad you are not quiting transit related stuff. You must have alot of free time to do both this and transit related stuff. Anyway, keep it coming. JKB
Title: Re: Tarkus' Non-Transit Stuff
Post by: superhands on May 05, 2008, 08:27:23 AM
tarkus, please when can i get my hands on this?
david :thumbsup:
Title: Re: Tarkus' Non-Transit Stuff
Post by: Vandy on May 05, 2008, 11:09:50 AM
Hello, Tarkus.

I am quite interested in your terrain modding and believe you are acheived a wonderful start with your Wasco Terrain Mod.  I, too, am quite excited about using this mod and will be very happy when you finish and release it.  I can guarantee you it is going to look beautiful drapped over a number good maps.

Thank you for sharing this with us and I look forward to your continued progress.

Regards,

Gary (Vandy)
Title: Re: Tarkus' Non-Transit Stuff
Post by: jeronij on May 05, 2008, 01:25:29 PM
Hello Alex,

I totally missed this thread... ( who said reviving old threads was a bad idea (sometimes...)  ::) ) ... I am also interested in testing this terrrain mod. It seems it could fit better with my MD than the one I am using actually.... this is less saturated and more real looking.... so, if you have the time, can you post a link to this one?. Was it released to the LEX ?¿
Title: Re: Tarkus' Non-Transit Stuff
Post by: Pat on May 05, 2008, 09:59:27 PM
Far as I know that the Wassco Terrain Mod hasnt been posted to the LEX yet but I do hope its soon!!! As I think this would be great for a project that is going to be taking place with me and anther fine member of this community!!!
Title: Re: Tarkus' Non-Transit Stuff--Get your Wasco Terrain Mod here
Post by: Tarkus on May 12, 2008, 01:57:43 PM
Another project I've nearly forgotten about. :-[ 

Thank you all for the very kind words on everything, and the terrain mod in particular!  I really appreciate it.  Since the .dat file that makes the Wasco Terrain Mod function is very small (a mere 3.4KB), I've just attached it here so everyone who wants to mess around with it a little can have at it.  I may eventually make a "full" release of it, and include several versions of it as CP has done with his terrain mods (snowcapped, etc.), but I'm not sure when I'll get around to it.

There are two files you MUST have in order for the Wasco Terrain mod to function:

CPT No3 Terrain Textures (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=644)

CPT No4 Terrain Textures (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=655)

Enjoy!

-Alex (Tarkus)
Title: Re: Tarkus' Non-Transit Stuff
Post by: superhands on May 12, 2008, 07:57:23 PM
bravo tarkus &dance  :thumbsup:
Title: Re: Tarkus' Non-Transit Stuff
Post by: Alfred.Jones on May 13, 2008, 01:48:45 AM
Thanks Tarkus. I was just looking for a new terrain mod :thumbsup:
Title: Re: Tarkus' Non-Transit Stuff
Post by: jeronij on May 13, 2008, 06:34:13 AM
You are very kind. Thanks for sharing  :thumbsup:
Title: Re: Tarkus' Non-Transit Stuff
Post by: CasperVg on May 13, 2008, 10:21:25 AM
Yippie!  ;D
Title: Re: Tarkus' Non-Transit Stuff
Post by: papab2000 on September 21, 2008, 04:54:36 PM
Got your terrain mod, will try it out

Thanks,
Rich
Title: Re: Tarkus' Non-Transit Stuff
Post by: Tarkus on September 24, 2008, 06:36:45 PM
Well, it's been awhile since I've really done anything "non-transit", but I figured I may show a little project I started on--my first ever attempt at really lotting anything. 

Anyone remember the old Target that joerg did a few years ago?  Well, I've used the X-Tool on it and re-lotted it myself.  It's a growable Stage 2 CS$$ on a 6x8 lot, with 524 jobs.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg523.imageshack.us%2Fimg523%2F9835%2Flot092420081zn8.jpg&hash=2b9212d1038a11acef36f0028d58bcf55ca3d0d6)

-Alex (Tarkus)

Title: Re: Tarkus' Non-Transit Stuff
Post by: Pat on September 24, 2008, 06:39:59 PM
wow alex that is a great relot!!!
Title: Re: Tarkus' Non-Transit Stuff
Post by: nerdly_dood on September 24, 2008, 06:45:05 PM
Not bad! I would recommend another tile of parking lot, though, to accommodate the packed store that the day after Thanksgiving always brings (since it's the beginning of the Christmas shopping season)

I know this is your non-transit thread, but is that avenue a real TLA or is it that eye-candy skin? I like how it has the sidewalks on only one side - I'd like to be able to try that one out on some of mine.
Title: Re: Tarkus' Non-Transit Stuff
Post by: blade2k5 on September 24, 2008, 06:51:02 PM
Ooooooooo!  I could use this in my cities.  Nice work Alex :thumbsup:
Title: Re: Tarkus' Non-Transit Stuff
Post by: jplumbley on September 24, 2008, 07:49:17 PM
Quote from: nerdly_dood on September 24, 2008, 06:45:05 PM
I know this is your non-transit thread, but is that avenue a real TLA or is it that eye-candy skin? I like how it has the sidewalks on only one side - I'd like to be able to try that one out on some of mine.

Its real and fully functional.  There are a few things that arent ready, but it is not far away from an internal test of (TLA-5).  Other parts of the NWM still have more work to be done on them.
Title: Re: Tarkus' Non-Transit Stuff
Post by: Shadow Assassin on September 24, 2008, 09:32:22 PM
Er, there's no image showing up.
Title: Re: Tarkus' Non-Transit Stuff
Post by: papab2000 on September 25, 2008, 08:26:01 AM
Nice job, then you made the Target into a CAM lot? The 5 lane road is like most of the roads here in Michigan.

Rich
Title: Re: Tarkus' Non-Transit Stuff
Post by: Haljackey on September 25, 2008, 09:10:52 AM
I've never been to a Target myself, but at least my sims will get a chance to!

Great work Alex!  I agree with what nerdly_dood said about adding an extra tile for parking, but other than that it looks fantastic!

Best,
-Haljackey
Title: Re: Tarkus' Non-Transit Stuff
Post by: art128 on September 25, 2008, 09:12:41 AM
nice work Alex  :thumbsup:
Title: Tarkusian BATs?
Post by: Tarkus on March 16, 2009, 11:48:29 PM
Well, I think it's time to revive this thread.  Thanks for all the comments/suggestions on the Target lot!  I got tied up with the RHW and had kind of forgotten about it--one of these days, I'll have to get it ready for a proper release.  

I've also just started another little side-project just for the heck of it here . . . I've actually started messing around in the BAT a little.  I've started out with something very basic that I've wanted to do for some time now--gas stations.  The first one I'd like to show is a Chevron station that I have in progress.  There's still some details on the canopy that I need to add, and I'd like to make some outbuildings (garage, car wash, etc.) to accompany it.

The gas pump model I've used here is actually a model Google did for SketchUp that I've modified a little bit, which I was successfully able to import into Gmax.  Once I get a little more accomplished, I might replace it with a custom model.  I'm still getting the hang of some of the stuff, and with some help from Jan (Swamper77), I figured out most of the texturing end of things.  

Here's an in-Gmax shot and a couple in-game shots on a quick-and-dirty lot I worked up.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F3999%2Fgasstation031620091.jpg&hash=e535e33c5d121ca79ca68ffd538f0b1f882945f2)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F1649%2Fgasstation031620092.jpg&hash=4a5dec25e547d5614a74a52c706416ea75e12cb2)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg22.imageshack.us%2Fimg22%2F3388%2Fgasstation031620093.jpg&hash=f5eef212e02afe2a6dc8ab65dfef09774fcdd113)

I'm still trying to get the little side-logo to look right.  I'm using a transparent texture on a Box polygon right now, which took a fair amount of adjustment to do initially with the UVW Map modifiers, though I'd like to figure out if there's some way I can just extrude the transparent logo like I did with the text.  If anyone has any ideas, I'd be grateful . . . I'm still a rookie BATer here.  ::)

-Alex
Title: Re: Tarkus' Non-Transit Stuff
Post by: threestooges on March 17, 2009, 12:09:15 AM
Rookie BATter? Nah... you've been doing this for years now and you're just showing your stuff right? In all seriousness, you are off to a great start Alex. I've been thinking about a station like this for some time now. I know there are some out there now, but none of them have quite fit the bill. This one looks like it's on the right path. Perhaps just a different/dirtier texture for the roof. Very nice start. I can tell we'll see some good things from you here. I'm sure they warned you how the BAT can suck your time away (much like many of the other projects you've been working on, so I'm sure it's nothing you can't handle).
-Matt
Title: Re: Tarkus' Non-Transit Stuff
Post by: wouanagaine on March 17, 2009, 12:16:34 AM
That's look pretty good for a rookie :)

Chevron is not in France, so I can't compare with a real one, but apart from the roof, you'll do a pretty job
I hope you'll get some nice nitelite from the logo
Title: Re: Tarkus' Non-Transit Stuff
Post by: Ryan B. on March 17, 2009, 07:38:59 AM
What the deuce?  Non-transit stuff, too?  Get back in the NAM lab!

:D  :P

Just kidding, Alex.  That Chevron looks great so far.   :)
Title: Re: Tarkus' Non-Transit Stuff
Post by: choco on March 17, 2009, 03:50:39 PM
very nice alex!  careful with that BAT....gets a bit addicting. :P

you could make extrusions for the letters, but honestly, it'd take a great deal of time.  making shapes off the grid is easy if you set a vertex template with a bunch of small lines.......then use the vertex snap to get the arcs you want.....

dunno.....BATs not too good with small details like that....
Title: Re: Tarkus' Non-Transit Stuff
Post by: cogeo on March 17, 2009, 04:17:29 PM
Yeah, you will have to somehow model it, I'm afraid.
Title: Re: Tarkus' Non-Transit Stuff
Post by: Tarkus on March 17, 2009, 05:44:31 PM
Thanks for the all too kind words, guys!  And thanks for the suggestions as well--they're very much appreciated. :thumbsup:  I played around with it a little more and this is how the shorter side looks at the moment.

I did end up having to model the little top part of the actual Chevron emblem, as choco and cogeo suggested, but it ended up being a lot easier than I expected, fortunately.  I just stuck a Plane on there and used Edit Mesh to make it conform.

You'll also see I'm experimenting with a new roof texture as well.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F9444%2Fgasstation031720091.jpg&hash=cdc40d5da87a170adf3e0943ad5afc1d13ac57e2)

-Alex
Title: Re: Tarkus' Non-Transit Stuff
Post by: metarvo on March 17, 2009, 07:15:49 PM
Oh... yes.  ;D  This looks very good so far.  After all, those cars going up and down the RHWs need gas once in a while, don't they?  I seem to recall someone requesting some gas stations a few weeks ago, so I'm sure they would like to see this.  Nice work, Alex.  It's a surprise, but we do like surprises, right?  ;)
Title: Re: Tarkus' Non-Transit Stuff
Post by: EDGE4194 on March 17, 2009, 08:03:38 PM
alex- the station looks great  :thumbsup: I only have one Chevron lot, so it would be nice to have another more modern looking one. Looking forward to seeing progress on this.
Title: Re: Tarkus' Non-Transit Stuff
Post by: Tarkus on March 18, 2009, 12:02:43 AM
Thanks for the kind words, metarvo and EDGE!  I've actually just replaced the textured thing I did entirely with edited box polygons.  I think it looks quite a bit better now as a result.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg22.imageshack.us%2Fimg22%2F7729%2Fgasstation031820091.jpg&hash=de9ad59e73c307210730e3e1d50b8a9184513114)

-Alex
Title: Re: Tarkus' Non-Transit Stuff
Post by: Tarkus on March 20, 2009, 09:30:47 PM
A little more work done on the Chevron--I've added some of the trim that they usually have on their stations.  I'm getting more comfortable with splines now, particularly after having a lengthy and very helpful conversation with mightygoose.  I had been relying exclusively on primitives and the Edit Mesh modifier before, which sometimes got to be a handful.  Here's a preview render:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F2795%2Fgasstation032020091.jpg&hash=a852acd25901bc1f688136d849c747d3afcb7dc7)

I basically just have nightlighting left, and then the actual station model will be finished.  :thumbsup:  I understand the basic premise behind the nightlighting, but I'm still a bit clumsy with manipulating the actual lights themselves, so if anyone has any tricks, I'd be more than grateful!

-Alex
Title: Re: Tarkus' Non-Transit Stuff
Post by: nerdly_dood on March 20, 2009, 09:39:44 PM
Ah, much better roof texture. :thumbsup: I can't wait to download it! Wait ... I have to get another copy of SC4 first...

I pity my mediocre computer... I have about a gigabyte of new stuff to download to update my plugins folder which hasnt' changed since i switched computers back in fall - I'm unable to install SC4 due to a lost CD1 and a scratched CD2, so $20 it is then...

Anyway, great job with the gas station!
Title: Re: Tarkus' Non-Transit Stuff
Post by: Pat on March 20, 2009, 09:45:59 PM
ooo Alex that is simply amazing to see you have snucked in a gas station!! BTW whats more natural for a roady to do if there is nothing more road construction left to be done for awhile but to make the cars run with gas stations!!!
Title: Re: Tarkus' Non-Transit Stuff
Post by: Tarkus on March 25, 2009, 12:25:42 PM
nerdly_dood and Pat, thanks for the all-too-kind words!  (Hope you're able to get a new CD here soon, nerdly! :thumbsup:)

At any rate, I've got my first real attempt at nightlighting in game.  Not sure how well it really turned out, though.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg172.imageshack.us%2Fimg172%2F3677%2Fgasstation032520092.jpg&hash=f14223ce383c28c5585459796d9cd36717f18c79)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg253.imageshack.us%2Fimg253%2F9162%2Fgasstation032520091.jpg&hash=3829fe2bb85ced8f451dab2582d318ea30b07eda)

I tried to make it so that the signs on the sides of the canopy were lighted, as well as the underside of the canopy where the pumps are.  I mostly used Target Spots on the signs, which I had adjusted quite a bit, and used an Omni for the under-canopy lighting.

If anyone has any suggestions on the lighting end, it'd be hugely appreciated!

-Alex
Title: Re: Tarkus' Non-Transit Stuff
Post by: cogeo on March 25, 2009, 12:57:10 PM
Great to see you BATting Alex!

Let me make some comments here:
- The roof looks way too light-coloured. In places you can see just a flat white colour. I think it won't look right, esp if plopped/grown next to SC4 buildings (not to mention jestarr's industrials  :D). It should be darkened, and I would say a lot, to look just right. This isn't hard at all, you don't need to change the BAT, only the texture - the new texture can be saved under the same name, so the change will take effect as soon as you reload the BAT in gmax. I would recommend that you don't work on the original texture, but instead make a new .PSD file with the original texture as the background, and a Brightness/Contrast Adjustment Layer (or whatever it is called in Photoshop) and experiment with Brightness (and possibly Contrast) adjustment. This way you avoid possible distortions of the texture or its gamma (as a result of multiple adjustments). So if your texture is named Roof.jpg, make a new file named Roof.psd with the original texture as the background and the adjustment layer on top of it, and experiment with different values. After each adjustment you can save your file, and then Save it As (or export as) as a Roof.jpg (overwrite the original) - loading the BAT again will reflect the changes immediately (you will have to re-export, of course  &mmm). You may also find that you might have to adjust also Contrast, and possibly Saturation or Hue, or even manipulate the colour channels slightly (it's impossible to tell now if this is really needed, as the roof currently looks just bright white).
- The blue "facade" might need to be de-saturated (this may become more apparent after the roof texture is fixed). Even if you have used the exact Chevron colours (though I think the blue is actually light blue, nearly cyan, in reality), this won't look just right in SC4, I'm afraid.

As for the lighting, I think you will be able to get it right. I always found lighting much easier than modelling and texturing, so I have applied it even in my first BAT. Here is (http://sc4devotion.com/forums/index.php?topic=4574.msg145024#msg145024) a sort of tutorial (mostly tips and advice for beginners) about nightlighting.

Hope this helps.
Title: Re: Tarkus' Non-Transit Stuff
Post by: nerdly_dood on March 25, 2009, 01:25:41 PM
RE: The roof textures: IMO they're absolutely perfect. The type of gas station this one is based on would likely just have corrugated aluminum sheeting as the roof, with a steel frame and supports, and then the edge where they often advertise the business. I don't know about gas stations in Greece but at least around here that's how they are, and they often do stand out in aerial images just like that.

And the blue color in the logo is indeed cyan, but the blue colors on the advertising signs and around the edge of the awning is the darker color blue that Alex has on it already.
Title: Re: Tarkus' Non-Transit Stuff
Post by: Pat on March 25, 2009, 01:32:51 PM
Alex the night lighting is good very good and the roof is OK but to white... The texture you used for is perfect but if you can darken it a bit more??? I would be intrested in seeing a day shot too!!
Title: Re: Tarkus' Non-Transit Stuff
Post by: cogeo on March 25, 2009, 01:53:27 PM
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg520.imageshack.us%2Fimg520%2F6656%2Fchevrongasstation.jpg&hash=161cdcc6a3e5ca37d0eadd0e74b2f903592d9e14)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fen%2Fthumb%2F1%2F18%2FNewchevrongasstation.jpg%2F265px-Newchevrongasstation.jpg&hash=973346335fe8a4c2d3eb7a01f3472e31d14384ed)
Title: Re: Tarkus' Non-Transit Stuff
Post by: emilin on March 26, 2009, 04:50:38 AM
I think it looks really good (both the BAT and the lightning). Considering I don't know anything at all about BATting, I would still like to suggest lighting up the ground below (if possible).

But, all in all: very nice...  :thumbsup: oh... and an extra thumbs up for chosing to BAT a gas station. We need many more of these kinds of smaller service lots in the game. :thumbsup:
Title: Re: Tarkus' Non-Transit Stuff
Post by: mightygoose on March 26, 2009, 05:20:36 AM
great work my friend, very believable nightlights... if you need any modelling tips you know where i am...
Title: Re: Tarkus' Non-Transit Stuff
Post by: SimFox on March 26, 2009, 06:37:26 AM
I hate to break the choir but night-lighting as it is at the moment isn't really very convincing. It is full of obvious and annoying contradictions that are easily fixed even in GMAX with method Cogeo so expertly presented. Given that there is no any kind of "honest" GI/bounced light in GMAX you have to fake it with extra lights.
the area under the roof also screams to be light. the odd blackness now isn't very convincing. to ensure "proper" shadowing during the day it could be made into a flat prop/non ground.

He is also 100% right on his points in regard of the day view textures. texture needs to be altered somewhat to prevent this slide into pure white.
Title: Re: Tarkus' Non-Transit Stuff
Post by: Tarkus on March 26, 2009, 05:25:44 PM
Thanks for all the kind words, and perhaps most of all, the constructive criticism! 

I've lightened/dulled the blue on the canopy and darkened the roof texture, and I think the end result looks much more realistic now.  I still need to adjust the nightlighting a little bit more, and then I'll have a pic of that as well.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg291.imageshack.us%2Fimg291%2F9060%2Fgasstation032620091.jpg&hash=2e1b4ad2be0c7a7598c247db9e45c7ca0fe0f649)

-Alex
Title: Re: Tarkus' Non-Transit Stuff
Post by: Pat on March 26, 2009, 08:10:10 PM
Alex I cant wait to see the improved version here on Chevron
Title: Re: Tarkus' Non-Transit Stuff
Post by: Tarkus on April 04, 2009, 08:46:57 PM
Still working on things here with the Chevron . . . here's how it looks in game after being further desaturated.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F3194%2Fgasstation040420091.jpg&hash=3fc466fcd3ec666c0a75f66608e6b501b5f8f5ef)

Still trying to get the hang of the nightlighting as well . . . I added a flat plane underneath the structure as SimFox suggested, which seems to have helped, but things need to be toned down quite a bit here still . . . it looks like the sun is stuck under the roof. :D

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F1847%2Fgasstation040420092.jpg&hash=8b1b0a76cced70364ef5a828406d0ec9165a2275)

I'm also still trying to figure out if there's a way to light up the signs on the sides of the canopy from within--if anyone has any ideas on that end, they would be an absolute lifesaver. ;)   Right now, I'm lighting them from outside, and while it's been at least somewhat successful on the logos, it's not been as successful on the "Chevron" text.

-Alex
Title: Re: Tarkus' Non-Transit Stuff
Post by: Pat on April 04, 2009, 08:57:04 PM
WOW Alex could I play with that model???? PLEASE ooo Pleasieweesie lol   OK now I am sounding pathetic lol....  No I will wait till you got Chevron done before playing with it  ;D
Title: Re: Tarkus' Non-Transit Stuff
Post by: vester on April 05, 2009, 06:49:36 AM
Try to add some color and some decay to the lights.
Title: Re: Tarkus' Non-Transit Stuff
Post by: Tarkus on April 06, 2009, 01:26:06 AM
Pat, it's getting ever closer. ;)

vester, thanks for the tip!  That was just exactly what I needed to figure all this stuff out. :)

Here's the latest night render.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg207.imageshack.us%2Fimg207%2F3450%2Fgasstation040620091.jpg&hash=42c4619c5488b784961d1efe22d9e42e0a2c908d)

-Alex
Title: Re: Tarkus' Non-Transit Stuff
Post by: vester on April 06, 2009, 09:15:48 AM
Looks a lot better. Not sure about the green tone.

Had my own trouble figuring out how to do nightlight.
Title: Re: Tarkus' Non-Transit Stuff
Post by: Ryan B. on April 06, 2009, 10:30:22 AM
That's great, Alex!

Oh, and Alex & vester - what's that tip about lighting stuff up from within (backlighting)?  Backlit highway signs would be great to do.
Title: Re: Tarkus' Non-Transit Stuff
Post by: Pat on April 06, 2009, 03:42:11 PM
Hey Alex looking real sweet there!!!
Title: Re: Tarkus' Non-Transit Stuff
Post by: SimFox on April 08, 2009, 06:20:14 AM
I think day time view is a huge improvement!
as for the night view, the poisonous yellow color of the light is just too much... desaturated it  A LOT. it should have just a hint of yellow there to neutralize night tint. Also that is a case ONLY if you render it in Max.
In GMAX (and as far as I see you are making it in GMAX) night rendering is done in an entirely different way and no such compensation is needed.
Title: Re: Tarkus' Non-Transit Stuff
Post by: Tarkus on April 27, 2009, 03:41:23 PM
Sorry for the lack of updates here . . . had been pretty heavily entrenched in the transit end of things as of late.  At any rate, here's the most recent night shot of the Chevron.  I've changed the color on the lights to something a little bit more neutral.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg87.imageshack.us%2Fimg87%2F526%2Fgasstation040920091.jpg&hash=750557c848f5d17e5bfca81632a73825a4aaebe5)

Also, I am nearing completion on an improved version of the Wasco Terrain Mod.  I wasn't quite satisfied with how the lower elevations were looking . . . they seemed a bit bland, but I've fixed that now.

Here's a before shot . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F8277%2Fwascoterrainbefore.jpg&hash=3b6d616358164b2e29917de2060e103413e48009)

And an after of the same spot . . .

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg151.imageshack.us%2Fimg151%2F384%2Fwascoterrainafter.jpg&hash=cb7748d21972b14dedc1326fa1e80eb995255996)

And some more pics of the improved appearance.

Another low elevation pic:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg261.imageshack.us%2Fimg261%2F1350%2Fwasco042720091.jpg&hash=55aa1f34b9a72790048270d5a46b436fc38c3037)

And a higher elevation pic:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg244.imageshack.us%2Fimg244%2F2478%2Fwasco042620091.jpg&hash=eb94413b296e27936df3db281b8985cdcca5e23d)

I have begun work on a "snowcapped" version of it (since it does snow quite a bit in the Eastern Oregon desert in the Winter) and making some Diagonal Jagged Edge adjustments.  Once that's complete, I can make an "official" release of the mod. ;)

-Alex
Title: Re: Tarkus' Non-Transit Stuff
Post by: Pat on April 27, 2009, 05:10:45 PM
Alex WoW loving the Wasco Terrain Mod there!!! Also the Chevron is turned out pretty good too... BTW is that a new bridge that you made???
Title: Re: Tarkus' Non-Transit Stuff
Post by: ldvger on February 22, 2010, 09:43:39 PM
Well, the red warning message kinda scares me off, but I am hoping some folks still check back and review this thread from time to time.

Tarkus, I downloaded and installed your Wasco mod and think it is quite well done.  I don't think it will work for my region, and it seems none of the other terrain mods I've tried satisfy me either, so I am thinking about venturing into trying to make my own terrain mod.  Problem is, I really haven't any clue how to get started in such a project and am hoping folks who DO know how will point me in the right direction.

Lora/LD
Title: Re: Tarkus' Non-Transit Stuff
Post by: Tarkus on February 22, 2010, 10:18:30 PM
Lora, thanks for the kind words!   :)  To answer your question, the "magic bullet" for me when figuring out this terrain modding stuff was Thalassicus' old Terrain Tutorial File (http://www.simtropolis.com/stex/details.cfm?id=12555) from 5 years ago over on the STEX.  It includes some instructions and a spreadsheet that you can input the terrain texture IDs into and it'll generate a listing you can then paste into the Terrain INI.  It's actually a pretty painless process . . . I was able to get a semi-usable result after about 2-3 hours of work, which I then tweaked further.

Hope that helps!

-Alex
Title: Re: Tarkus' Non-Transit Stuff
Post by: ldvger on February 23, 2010, 12:15:33 PM
Tarkus-

I was able to download the spreadsheets but there were no instructions included that I could find on how to use them.  The link on the STEX that takes the user back to the original thread is broken.  I am ceratin these spreadsheets would help me a lot, if I understood how to use the information they contained, so any further help you could provide would be much appreciated!

Lora/LD