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SimCity 4 Devotion Custom Content Showcase => Independent Development Projects => Independent BAT (Building Architect Tool) Projects => Topic started by: cogeo on August 19, 2008, 01:46:33 PM

Title: Cogeo's BATs
Post by: cogeo on August 19, 2008, 01:46:33 PM
Hi All,

This is the thread where I will be showcasing my BAT creations.

My current project is a set of rural train stations. Here is a pic.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg370.imageshack.us%2Fimg370%2F7870%2Fgrrstationsprvw2vz7.jpg&hash=9cf07a03fa6abcd85b8c730daec85c8307fbd82f)

The main buildings come in two variants. There are only some few props that are yet to be made, basically a warehouse, a maintenance shop and maybe some small ancillary props like fences (I would also consider suggestions here), or that old-style wooden passenger pass on the rails (indeed, how do you call this in english?). Another feature is that the platforms are overhanging props, so the stations (the "simple" passenger-only ones) won't require a through track, instead they are actually placed track-side, like the ingame station. I may ask for volunteers to lotting these, if I don't have the time to do this myself. Hope you like them.
Title: Cogeo's BATs
Post by: nerdly_dood on August 19, 2008, 06:03:20 PM
I'd be glad to lot a few things for you, just give me a few guidelines as to what you want (dependencies, style, which props, prop location...) and I could whip up something for you. ;)

This "passenger pass" that you don't know in English, perhaps you're talking about a pedestrian bridge so passengers can cross the railroad tracks?
Title: Cogeo's BATs
Post by: b22rian on August 19, 2008, 06:54:12 PM
Looks like a real nice rural station you have designed here Cogeo..  &apls
Also its nice to have you back !!!   ;D

Brian
Title: Cogeo's BATs
Post by: cogeo on August 21, 2008, 09:14:06 AM
Dood, thanks for offering to lot these! I'm not yet finished with BATting, most probably I'm about to finish in the weekend; then I will see how much work is still needed. As for the style. props, dependencies etc these just need to match the BATs, eg props like french gardens or urban-style metallic fences should be ruled out; but I'm open to suggestions.

As for the passenger pass, I was not talking about a pedestrian bridge, but something much simpler, ie the wooden thingy in the pic below:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg292.imageshack.us%2Fimg292%2F2225%2Fgrrstationsprvw3jl5.jpg&hash=72584e62decef560732ec107b24566ce4f3fea03)

Indeed, how this is called in english?
Title: Cogeo's BATs
Post by: nerdly_dood on August 21, 2008, 09:54:51 AM
I'd just call that a wooden footbridge thingy... It doesn't have much of a name that I'm aware of. :D
Title: Cogeo's BATs
Post by: j-dub on August 21, 2008, 12:24:28 PM
Bridge? I don't think that's an appropriate name for this plank rail road crossing here, because, a bridge, you should be able to walk across the tracks without getting hit by a train.
Title: Cogeo's BATs
Post by: vester on August 21, 2008, 12:33:49 PM
I love those platforms and the yellow walls!!!
Title: Cogeo's BATs
Post by: RippleJet on August 21, 2008, 12:44:16 PM
Offest platforms are indeed a better solution than transit enabling the station! :thumbsup:

Btw, I agree with j-dub... to me a footbridge is up in the air... I'd call those "pedestrian level crossings".
Title: Cogeo's BATs
Post by: nerdly_dood on August 21, 2008, 12:47:13 PM
Quote from: j-dub on August 21, 2008, 12:24:28 PM
Bridge? I don't think that's an appropriate name for this plank rail road crossing here, because, a bridge, you should be able to walk across the tracks without getting hit by a train.

I dont' know what else to call it... :D But yes I agree that overhanging buildings/props are better than TE'd lots.  (at least until someone can find out how to fix the CTD puzzle piece over TE'd lot problem)
Title: Cogeo's BATs
Post by: j-dub on August 21, 2008, 12:55:52 PM
Yeah, especially when you hover a ped mall over a ped mall entrance lot, because the lot is identical. That makes me go :angrymore:
However, that probably can't happen, because no matter what, you carry the paths over another path, its too much for the game to handle, kaboom! Due to the one Maxis station already beeing TE lotted though, I think whoevers playing just has to be careful.
Title: Cogeo's BATs
Post by: cogeo on August 22, 2008, 01:40:26 PM
Thank you all, but I'm afraid we still haven't found a prop name. It's definitely not a bridge, neither a crossing (crossing with a street, or what). I think a name like corridor, pass, passage, passageway etc might be more appropriate. Maybe some native speaker ( %confuso) could help. I can't really find a correct and standardised term in my own language either!  ()what()
Title: Cogeo's BATs
Post by: RippleJet on August 22, 2008, 02:41:36 PM
Quote from: cogeo on August 22, 2008, 01:40:26 PM
Thank you all, but I'm afraid we still haven't found a prop name. It's definitely not a bridge, neither a crossing (crossing with a street, or what). I think a name like corridor, pass, passage, passageway etc might be more appropriate.


The quote below is from this article: http://en.wikipedia.org/wiki/Level_crossing :)

Quote from: wikipedia
At railway stations a pedestrian level crossing is sometimes provided to allow passengers to reach other platforms in the absence of an underpass or bridge.
Title: Cogeo's BATs
Post by: TEG24601 on August 22, 2008, 09:53:36 PM
I would call it a "Pedestrian Crossing", as it is for pedestrians rather than vehicles that cross at a road crossing.

TEG
Title: Cogeo's BATs
Post by: z on August 23, 2008, 03:15:30 PM
When RippleJet and Wikipedia agree, I think you can't go wrong.  So "pedestrian level crossing" would certainly be an accurate description of this.  But if you wanted to keep it a little simpler, I think TEG's "pedestrian crossing" is fine; this is the phrase that popped into my mind when I saw it.  I think that in a case like this, "level" is implied by "crossing," unless otherwise stated.  The reason it's a crossing is that it crosses the rail line, in the same way that roads cross; terms like corridor, pass, passage, passageway, etc. typically imply a pathway that doesn't intersect with anything, or at least gives you a clear route.  For example, "passageway" typically implies unobstructed passage, whereas in this case, you may be obstructed by a train coming at you (or just sitting on the tracks).

Yes, the subtleties of the English language can be a bit much at times...    ???
Title: Cogeo's BATs
Post by: nerdly_dood on August 23, 2008, 04:52:52 PM
Subtleties are rather tedious and annoying sometimes or should I say, nearly always...  %wrd

Anyway, my Lot Editor has a 4-bit-thick layer of cyberdust on it now, so I could really use an opportunity to use it so I can get that dust off it... ;)
Title: Cogeo's BATs
Post by: cogeo on August 30, 2008, 08:40:40 AM
Hi again,

I would like to report that the Rural Train Stations BATs are almost done. Here is a pic:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg516.imageshack.us%2Fimg516%2F236%2Fgrrstationsprvw4ud1.jpg&hash=418e5a15e2739d2500b566c7c30adc3fb5d8df4a)

I would also like to ask if some knows how to make animated BAT props (as well as the modding required). Maybe the turntable in the pic can be modified so that's actually rotating. I see no posts in the animated BAT tutorials. If someone could send me a tutorial (or if offers to modify this himself - I could send the BAT) I would feel grateful. The prop is 16x16m large (LODshell).

Thanks in advance
Title: Re: Cogeo's BATs
Post by: cogeo on October 17, 2008, 02:02:27 PM
I would like to announce that the Rural Station Set is almost ready for release.

All main buildings come in two versions, referenced in the lots as prop-families (as is also the case with most SC4 props used in the lots). There are 24 new BAT models (bldgs+props) in the pack. The There are small, medium, large and depot (passenger+freight) station lots. The depot lots are transit-enabled, while the passenger-only ones are actually placed track-side, with the plarform props being overhanging.

Here are some pics:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg264.imageshack.us%2Fimg264%2F8320%2Fgrrstationslotfls8.jpg&hash=4de67235604e6fe37ac4e8614e042a8cec9336b2)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg264.imageshack.us%2Fimg264%2F7115%2Fgrrstationslotbgp5.jpg&hash=06b719371f46ba6f3d4f837bcf641b1153eb7800)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg264.imageshack.us%2Fimg264%2F8710%2Fgrrstationslotdfk1.jpg&hash=d41c1ff99f4ba3fe205b61ec1c43f0cd9c9dabcc)

At this point I would welcome lotting advice (not changing the "character" of the lots, of course).
I would also like to ask what to do with fences at the back side of the depot lot: I could add fence props (like those in the inset image), these add "realism" but on the other hand hides some building details too.

I would greatly appreciate your feedback.
Title: Re: Cogeo's BATs
Post by: kimcar on October 17, 2008, 02:12:17 PM
 &apls &apls Wow great set that you have done cogeo. I guess i was sleeping , cause i didn`t see  it before i guess.  &ops ()what() I really like the yellow wall and those great details. So for the fence i suggest to not put a fence that gonna cover those. Can`t wait for the final release  :thumbsup:
Title: Re: Cogeo's BATs
Post by: Dark_Jedi06 on October 17, 2008, 02:50:49 PM
These are beautiful and a very fine touch of realism. ;D I especially love that mini turntable. :)

I'll be putting these to good use. :satisfied:
Title: Re: Cogeo's BATs
Post by: art128 on October 18, 2008, 12:49:16 AM
that  is really great  &apls good work  :thumbsup:
Title: Re: Cogeo's BATs
Post by: cogeo on October 18, 2008, 02:02:39 AM
Thanks for the nice comments!

Another pic:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg100.imageshack.us%2Fimg100%2F6725%2Fgrrstationswhpropsyg6.jpg&hash=593513a527c8e1f0028ca1bbc610cb0875383fee)

Look at the SC4 cargo props at the warehouse. I think they are a bit bulky for the purpose. I know jestarr has made some excellent props (those at the right) - and they are right-sized too. Should I use these instead? They look much better, but this adds another prop-pack in the dependency list (though JES Props Vol1 is a very popular prop-pack, and most players will have it installed already).
Title: Re: Cogeo's BATs
Post by: threestooges on October 18, 2008, 02:14:18 AM
I dont think adding the extra dependency will be that big of a deal. As you said, most people probably already have it, and the props do seem to fit better. I think that a few of the Maxis ones could be left, as there are occasionally large crates and stuff going through. Excellent work on all of this.
Title: Re: Cogeo's BATs
Post by: art128 on October 18, 2008, 06:42:16 AM
It's very nice  :thumbsup:
Title: Re: Cogeo's BATs
Post by: papab2000 on October 18, 2008, 06:54:17 AM
The station looks nice but maybe a wider loading dock would make it look better.  ;) There should be room for a front loader to load crates on the train. A front loader on the dock would be a nice touch.  :) Just suggesting. I do like the look though.  :thumbsup:
Title: Re: Cogeo's BATs
Post by: jestarr on October 18, 2008, 07:16:14 AM
Hi Cogeo.  That's a nice little station.  My rule of thumb for industrial props:  if it won't fit through the freight doors, it's history. :D  Cheers!
Title: Re: Cogeo's BATs
Post by: Fatsuhono on October 18, 2008, 08:53:37 AM
Cogeo-san: Wonderful new BATs, I will be using the train station for the cities! I can't wait to see more from you! :) :thumbsup:
Title: Re: Cogeo's BATs
Post by: cogeo on October 18, 2008, 11:27:18 AM
@threestooges, art128, Fatsuhono: Thanks for the nice comments!

@jestarr: Hehe, indeed! Thanks for the tip!

@papab2000: Unfortunately the BATs and Lots are already done; it would be a lot of work to change these now. Plus this "theme" is about some old-style train stations (not intermodal facilities), and their platforms aren't really wide. These however are wide enough to put jes' pallet jack and platform truck props on them. Still, the platform is not part of the warehouse model, but instead a separate prop (1.2m tall). So if someone could easily make a wider platform prop and relot this, though I'm afraid it wouldn't look really right.
Title: Re: Cogeo's BATs
Post by: Simpson on October 19, 2008, 02:05:00 AM
Looking fine, great work  :thumbsup:
Title: Re: Cogeo's BATs
Post by: cogeo on October 19, 2008, 09:05:21 AM
The pack is almost ready now.

I still have some "peripheral" thing to do, ie buttons, MML, readme and the installer.

If someone wants to test/evaluate it, pls post or send me a PM with your e-mail address, if it's hidden. BATting/Lotting/Modding is finished, so you can use the stations now without having to bulldoze them later (well, unless bugs are found).

Dependencies are:
- BSC Textures Megapack
- JES Mega Props Vol1
(both very popular, most probably already installed)

EDIT: The final (I hope) product is done. Only need to write the readme and the installer.
Title: Re: Cogeo's BATs
Post by: Dark_Jedi06 on October 19, 2008, 10:45:06 AM
I wouldn't mind giving these a test drive, they'll fit right in with a small railyard I'm about to build.

My e-mail should be visible in my profile. :)
Title: Re: Cogeo's BATs
Post by: jestarr on October 20, 2008, 07:23:58 AM
I wouldn't mind either. ;D  I've a mountain pass area that these would fit in with perfectly.
Title: Re: Cogeo's BATs
Post by: Sciurus on October 20, 2008, 09:39:48 AM
Great work! :thumbsup:
Title: Re: Cogeo's BATs
Post by: BigSlark on October 20, 2008, 12:25:09 PM
I'd like to test these, cogeo. They look great!

Cheers,
Kevin
Title: Re: Cogeo's BATs
Post by: jestarr on October 23, 2008, 02:41:13 PM
So, I've been playing with these a little and I've come up with a couple small items.  Notice this screenie:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.brakebayou.us%2Fimages%2Fzoom5.jpg&hash=8e85c1d13b36b3268a0051761443904b75707273)

It appears that the track texture is missing.....but is it?

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.brakebayou.us%2Fimages%2FTextureGlitch02.jpg&hash=c2196e2a7545f86ca17d2e5177e13e41e4f7fb79)

Nope, it's really there. :D 

From what I can deduce the problem arises, due to the base texture used not really being one, even though SC4Tool says it is.  Looking at the texture (IID 0x4da441c0), in the reader, it contains an alpha texture, making it an overlay.  This is what the LE thinks it is and how it's shown in-game.

Next, for the large east/west stations, since they're "dead end" rail, I'd remove the transit switches and TE just the first tile.  That way it'll still connect to the in-game track, visually, but if put on a spur, trains won't use it.  Cheers!
Title: Re: Cogeo's BATs
Post by: Fatsuhono on October 23, 2008, 03:54:32 PM
Cogeo, amazing the new BATs! Good luck with the track texture..... I do love your train station! :) :thumbsup:
Title: Re: Cogeo's BATs
Post by: cogeo on October 23, 2008, 04:32:20 PM
JES, thanks for testing!

Now about the texture, this looks really strange! I checked 0x4da441c0, and this can be found in BSC Textures Vol 01.dat. It's a texture with an all-white (opaque) alpha mask. Isn't this indeed weird? What's the point of having an all-opaque OVERLAY texture? Plus the same texture, but with a proper alpha mask is included in the pack as texture 0x4da441b0! So I think 0x4da441c0 should be a BASE version instead.

Now, how did I use this as a base texture. In my installation there is a datfile named "gh BSC_DAE_DirtTrackTextures.dat". This one contains a base texture (no alpha) version of 0x4da441c0! Because of its filename, it overrides BSC Textures Vol 01.dat and thus causes the base version to take effect!

Another strange thing, the cleanitol file doesn't remove gh BSC_DAE_DirtTrackTextures.dat, but instead BSC_DAE_DirtTrackTextures.dat! The readme (of the old BSC Textures MEGA Pack) instead mentions gh BSC_DAE_DirtTrackTextures.dat!

So I think it's clear that something went wrong with what was included in BSC Textures Vol 01.dat. I think the member who compiled this file should be notified. I really consider this (having an all-opaque overlay texture) a bug (esp when the "correct" version was indeed released in the past), so BSC Textures Vol 01.dat must be fixed, ie replace the texture with the one in gh BSC_DAE_DirtTrackTextures.dat (this file can be found in the old BSC Textures MEGA Pack). In summary, the BSC Textures Vol 01 should be fixed as follows:
- Replace 0x4da441c0 with the one found in gh BSC_DAE_DirtTrackTextures.dat. I think no lotter would ever use an all-opaque overlay texture, so the change wouldn't harm anyone.
- Update the cleanitol file so that it removes gh BSC_DAE_DirtTrackTextures.dat as well! I guess most players will still see the base (correct!) version of 0x4da441c0, because most probably they would have BSC Textures Mega Pack already installed, but cleanitol wouldn't remove the above file. That is, two mistakes, cause the result to be correct, lol!
- Update the installer, so that it does display a "Show Readme" button, as the text above says. Or change the text, if a readme is not really included.

Pls notify the appropriate person (Barby?) for this, I don't know who really is.


As for transit-enabling, I don't really understand what you mean. The transit switches are really necessary for any "station"-type building/lot, ie one that performs transit-type conversions, not just for those with transit-enabled tiles (purple arrows in LE). I don't get what you say about putting it on a spur, could you please explain/clarify this?
Title: Re: Cogeo's BATs
Post by: Andreas on October 23, 2008, 04:35:55 PM
cogeo, you should notify geoffhaw via PM - he's in charge of maintaining the BSC Texture Packs.
Title: Re: Cogeo's BATs
Post by: cogeo on October 24, 2008, 03:03:46 PM
Thanks Andreas!

I have contacted geoffhaw, but I'm going to change the texture; I'll use the straight path texture instead. This tile is almost completely covered by the platform and the rail texture, so this won't really change anything. The straight path texture is known to be OK.

Jes, a small clarification, the large depot stations are transit-enabled in a special way, ie they allow Pedestrian<->Rail and Truck<-FreightRail conversions to take place at the east/west sides of the lot only (a lot's side is the minimum entity for which you can specify transit switchings); this is implemented in the version you already have. Some additional testing (and pics) can verify if this really works as expected.

Other members who have tested this: any further problems? (or bits to improve?). I want to release this within the weekend.
Title: Re: Cogeo's BATs
Post by: jestarr on October 24, 2008, 03:08:03 PM
Ah!  I see. ;D
Title: Re: Cogeo's BATs
Post by: 2Bias on October 28, 2008, 03:52:33 PM
Hello Cogeo!
Here's a pic of the Boxes I mentioned in simtropolis. Hope you can see what's missing. Thanks, 2Bias
Title: Re: Cogeo's BATs
Post by: cogeo on October 29, 2008, 08:58:50 AM
I think I can figure out what's wrong here. The props that cause the brown boxes are these four potted trees/flowers.

This is a Maxis prop-family, comprising 3 or 4 pot props. You shouldn't have any problem with these. But there is an additional prop-pack that "expands" this family: MJB's MEGA props Vol1 (there are possibly more). As I can see in the image, one of the four props is displayed correctly (this is a Maxis one), the other three ones not.

So as a first step I would recommend that you fix MJB's props first. Either uninstall MJB's props completely, or install them correctly: first remove them (preferrably run the cleanitol file too, if one is included - this will search and remove older versions) and then run the installer. If you remove MJB's props you will get the Maxis props only, but MJB's props may be required by other lots you have installed (in this case you will get missing props and/or brown boxes for those lots too); if you install them (correctly) you will have more variety. I would say install them, it's a popular prop-pack, used by many lots, so it would be good to have them. I didn't list this as a dependency because it's not required (if you don't have it you will get only the Maxis props, otherwise Maxis+MJB's, so this isn't really an unlisted dependency); also the case with NICM parked car props (recommended for greater variety, but not literally a "dependency").

In order to get brown boxes you must have the prop exemplar(s) installed, but not their models (if the exemplars are not installed you will get missing props). Now this is really strange, because MJB's exempars and models are all included in a single file! Ie if you have the exemplars you should have the models too! Therefore I suspect that you have an older version, or a damaged/corrupted installation.

If this doesn't work, you need to find what's wrong with your installation. Definitely this is not a problem of the stations pack, it's a problem with the props, so you may want to fix it. Open the lot in LE, find the prop (family) and write-down the ID. Then click Add Family, pick this family, but don't add the prop, just see what's in the list. Then try to locate them, and either uninstall them altogether, or install them correctly. I'm sorry for not being in position to tell you which is the prop-family ID, but I'm having computer problems, and I'm currently on an old computer with only internet and msoffice installed. Maybe other members could help you with this.

I'm not sure if MJB's prop pack is the only one that expands the above prop-family, maybe you could ask Barby,

Hope this was helpful.

Please let us know the results.
Title: Re: Cogeo's BATs
Post by: 2Bias on October 30, 2008, 01:18:57 AM
Hello Cogeo!
:DProblem solved! As you suggested, I installed MJB's mega Props. It's working now. Thanks for the friendly Help and that wonderful BAT!
2Bias
Title: Re: Cogeo's BATs
Post by: Orange_o_ on October 31, 2008, 01:17:05 AM
hello Cogeo, i like your job  &apls
Title: Re: Cogeo's BATs
Post by: geoffhaw on October 31, 2008, 05:02:43 PM
Oh dear!   &ops

Cogeo, your analysis of what happened is pretty spot on.  I can only apologise for all of this.  For your information and for anyone else who likes a bit of schadenfreude, this is the sorry tale...

The original BSC_DAE_DirtTrackTextures.dat was made on 08/12/2004 (yes, it was that long ago!).  This had 4da441c0 as the erroneous overlay texture.

When it put up for internal BSC testing, I must have spotted this problem, and altered this texture to be a base texture and renamed the file as gh BSC_DAE_DirtTrackTextures.dat with a date of 29/01/2005.  This version must have been released at some time, and downloaded by you.  I'm not sure whether the BSC_DAE_DirtTrackTextures.dat version was ever released, but if it was, it would always have been 'overwritten' by the gh BSC_DAE_DirtTrackTextures.dat as it is later alphabetically.  (Assuming it was in the same folder.)

When we decided to make the first BSC Textures mega pack, we just picked up the wrong version to include.  :angrymore:  Because the Cleanitol lists the BSC_DAE_DirtTrackTextures.dat version, the gh BSC_DAE_DirtTrackTextures.dat one would have survived for those folk who had it.

Ah well...  I don't think it is worth updating BSC Textures Vol 01 after all this time.  What we can do is to include the corrected base texture version in the next BSC Texture pack.  Unfortunately, we've only just released Vol 03.  Damn!  If only we had known this a few weeks ago!  C'est la vie!

Thanks for spotting this anyway.  I would think that there aren't too many people who have gh BSC_DAE_DirtTrackTextures.dat now, and because the texture is in the overlay section of LE, it probably won't be noticed by anybody wanting to use it as a base texture.

Title: Anyone willing to continue work on this BAT?
Post by: cogeo on November 01, 2008, 01:26:27 PM
Hi all,

I have experienced computer problems recently, and I was forced to replace some parts in my PC. The disk containing my SC4 installation was affected too, and is currently unusable. I considered reinstalling everything, but then I realised that I have lost interest in custom content development (interest on the game itself was long ago). This can also be seen in my uploads, during the last two years I only released one product every 4-6 months. So I'm not going to develop custom content anymore.

I had started a BAT project in the past, but didn't complete it. It was the EPR (http://en.wikipedia.org/wiki/European_Pressurized_Reactor) nuclear power plant (European Pressurized Reactor, or else Evolutionary Power Reactor). No such plant has been built yet, but there two examples under construction in Olkiluoto, Finland, and Flamanville, France. Also it is currently in the Design Certification Application Review process at the US.

Here is a pic with my progress so far. More details in my thread (http://www.simtropolis.com/forum/messageview.cfm?catid=37&threadid=74413&STARTPAGE=4#1137765) on ST. The colours and style are those of the Olkiluoto plant.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg516.imageshack.us%2Fimg516%2F616%2Feprbat05sb8.jpg&hash=78dbaf10d4346919b45aae0ee4cf96793c38acb6)

I had released a set of NPP lots long ago, as I wasn't satisfied with the ingame NPP (low output, high power cost). But these were simple lots using the Maxis model. So I decided to BAT a new one. The main reason I chose the EPR was the abundance of brochures, documents and pics about this that can be found on the web. There is also a cardboard model, with a lot of details, so it won't be hard to determine how this should look like (actually this is the most handy "document" for BATting/measurements/scaling etc).

The BAT is real-scale. Most of the work has yet to be done (what you see in the pics is just the turbine building and a small ancillary building). Most of the detail is on the nuclear building and the emergency diesel generators - there quite a few details on the electrical structures too, plus some special props that need to be made. I have also made the lightpole models and a water intake/discharge piping modfel (not shown in the pics). Unfortunately I have no time to do this in the foreseeable future (reinstalling SC4+tools and resuming working on this looks too much work to me right now).

I think the BAT/Lot would be a community favourite, as many people would like a realistically scaled (and well modded) large NPP. There aren't many released too. This would be an acceptable BAT/Lot for CAM too (large, demanding cities). So if someone would wish to continue work on it, I would be happy to hand over my work so far, as well as all related material (though these can easily be found on the web). I can also help with suggestions/hints though not reviewing/testing.

The same applies to all of my uploads too (feel free to modify, relot, rerelease or support them).

If anybody is interested please post or send me a PM.

Title: Re: Cogeo's BATs
Post by: Diggis on November 01, 2008, 02:14:18 PM
Cogeo,  I'm sorry to hear you are packing it in, and that you are having computer problems. 

And thank you for the contributions you have made to the community.  I hope someone will pick up this power plant from you.  And thank you for the generous offer of letting us rerelease your work, should that be required.

Take care, and I hope to see you back round here some time again soon.  &apls
Title: Re: Cogeo's BATs
Post by: Orange_o_ on November 05, 2008, 07:20:01 AM
θα πρέπει να κάνετε μια έκταση στις συστάσεις σας (βυθίστε κάτω, απλά στο κάλυμμα)
you should make a range on your textures (sinks in bottom, clearly in top)
Title: Re: Cogeo's BATs
Post by: cogeo on November 05, 2008, 02:25:02 PM
Orange, you mean apply a gradient (darken/burn around the base, lighten/dodge at the top)? Sorry but the (automatic?) translation is totally meaningless.

As for the textures, you may have noticed that such an effect is already applied, only it's not strong enough (it's mostly visible at the base). But you are right, this should be more "evident", not having to examine it carefully.  %confuso

Such enhancements would indeed improve the final product. Please note though that the BAT is far from finished. And as menioned in my previous post, I have quited developing custom content. And the post was not to showcase the BAT, but instead look for members to hand it over to them. Are you interested?
Title: Re: Cogeo's BATs
Post by: Orange_o_ on November 05, 2008, 02:59:48 PM
i'm sorry for my bad english but i don't understand "And the post was not to showcase the BAT, but instead look for members to hand it over to them."
Title: Re: Cogeo's BATs
Post by: cogeo on November 05, 2008, 03:22:29 PM
I mean I won't make the BAT (I stopped BATting) gut give it to someone else to complete the project (it requires several BATs to be made).
Title: Re: Cogeo's BATs
Post by: Orange_o_ on November 05, 2008, 04:04:20 PM
ok thank's but i have many project