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SimCity 4 Devotion Custom Content Showcase => Independent Development Projects => Independent BAT (Building Architect Tool) Projects => Topic started by: gottago on October 09, 2009, 03:53:55 AM

Title: gottago to BAT
Post by: gottago on October 09, 2009, 03:53:55 AM
Hi everyone, and welcome to my BAT thread. I hope you'll enjoy the projects I'll be presenting here, and help improve them both technically and esthetically.

I finally gave in to the BAT bug recently, after putting it off for months because I knew it would be a time-hole and a distraction to RL, and of course I was right. But I also realized there's always some free time somewhere, so I finally installed gmax and BAT, and really enjoy learning to use it.

Initially I plan to concentrate on BATting low-rise commercials--buildings 5 to 12 stories tall, that would fit 2x4 to 3x6 lots ingame, and especially w2w commercials-- as I am (re-)building a region based on Cologne (Köln), Germany that caught the prop pox. There are a good number of Cologne landmarks available and a wealth of German and Polish residentials, but during my first go at it, I quickly realized that there are a very limited number of low-rise commercial lots out there, which make up the fabric of the city center--just how many times can you plop ill tonkso's Trowbridge House (http://www.simtropolis.com/stex/details.cfm?id=17957) or Simfox's great Qui Tao (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1813)? 

Cologne is an important regional and cultural center, severely bombed in WW II and subsequently rebuilt in a chaotic and banal though endearingly Kölsch Modernist style, that has only a handful of actual highrises--almost all commercial buildings are no more than a dozen stories tall. Here is a pic of the downtown surrounding the Cathedral:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fwww.webbaviation.co.uk%2Fdeutschland%2Fdom.jpg&hash=6bae1759028bd2a684c2dc464a60565167176d0f)

and a view of a typical street:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fdigilander.libero.it%2FCentralStation%2Fduewag_1_files%2FVBL_123_Kaiser-Wilhelm-Strasse_120802.jpg&hash=66090990c07507da45b6b76c5f206ca9d03dd1f8)

These long, low, simply gridded-out postwar commercial buildings are ubiquitous in Cologne, as they are in most RL cities, for that matter, but are severely under-represented in SC4, doubtless due to the appeal of creating eyecatching CAMpatible skyscrapers for Bladerunner-stye megapoles.

So, faced with this situation, instead of pointlessly wishing that this or that BAT had instead been flipped over on its side, I thought I'd get to work myself and create the BATs I want to use. Luckily for a BAT noob like me, the buildings themselves are for the most part simple boxes, repetitively and rectilinearly detailed, so I could jump right in.

Well, this post has gone on long enough, time to show something--and get some help!
Title: Re: gottago to BAT
Post by: Fabian93 on October 09, 2009, 04:15:40 AM
Great project.
I am personally not a fan of skyscrapers either and I try to avoid building them. So I can't wait to see what you are going to do  &apls &apls, since there is a real lack of european, low rise, commercial buildings - especially of those which would fit quite well in a W2W block.
Looking forward to it  :)


Fabian
Title: Re: gottago to BAT
Post by: gottago on October 09, 2009, 04:28:49 AM
So here is a MS Virtual Earth screen capture of my first BAT project, a building on Cäcilienstraße in Cologne:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2F02.jpg&hash=b0bed60c4d14dde6bfed1e525f0002a37428abf9)

and a street view:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2F450px-Kln-Ccilienstrae-Richtung--1.jpg&hash=51a831f5992678c40c33f9b2cdd20c4ce497b24d)

Just the sort of building I'm after.

And here are preview renders:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FS_render_roof.jpg&hash=d408d5735d552cca8978d90503e20feee0b09e6b)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FN_render.jpg&hash=91b0fd4b1ddc025b0f92d7ad4b6fc733e1b4ba82)

The BATting wasn't that hard in the end, though I made many mistakes and once had a boolian meltdown/crash that erased a whole night of unsaved work, which taught me the "save often" mantra. ::)

Right now I'm working on textures, and can't get them to stick--after applying the UVW map modifier, then loading and applying them, the latest textures erase the earlier ones, and when I save and close gmax, the textures are gone when I reopen--I just get this grey color for everything I applied previously. You can see the glitch in the two render photos above--the first has newly applied roof textures, and the second render, after doing some other stuff, shows that they have disappeared. Yet the MN shows the textures in place and properly linked. Very strange.

I am using some textures that are single bitmaps, which I load as "standard" materials, using the "diffuse" upload in the "map" window in the ME. Other textures are loaded with diffuse, specular and bump maps loaded together in the same way, and I have all the texture files (all are .bmp's) saved to C:\gmax\Maps.  If anyone knows what the problem is, I'd love to know!

PS. The building has an open atrium on the roof, and I'd like to put some tables and the like up there--if anyone knows of or has some gmax files that could be uesful, I'd very much appreciate the heads-up.

Title: Re: gottago to BAT
Post by: SimGoober on October 09, 2009, 04:59:06 AM
Nice looking building... Definitely useful in game

For the textures, GMAX pretty much only uses Diffuse textures; specular and bumps don't work.  And I seem to remember GMAX having issues with BMP files. though I could be wrong.  I use all JPG format (the files are smaller), and never have any issues.
Title: Re: gottago to BAT
Post by: Orange_o_ on October 09, 2009, 05:05:35 AM
Very nice work.  &apls

For your texture problem before exporting or rendering you must apply all textures (one to one) on a new box, which you then remove, to "refresh" the memory of Gmax.  ;)

Pour ton problème de texture, avant d'exporter ou de visualiser il faut que tu appliques toutes les textures (une à une) sur une nouvelle box, que tu supprimera ensuite, afin de "rafraichir" la mémoire de Gmax
Title: Re: gottago to BAT
Post by: gottago on October 09, 2009, 05:23:04 AM
Thanks Fabian93 for your post--I hope you'll like the BATs.

And thank you SG and Orange_o_ for your comments and the information; I hope you'll drop by from time to time--it's great to have feedback from the masters  ;)

QuoteFor the textures, GMAX pretty much only uses Diffuse textures; specular and bumps don't work.  And I seem to remember GMAX having issues with BMP files. though I could be wrong.  I use all JPG format (the files are smaller), and never have any issues.

I'd read in several tutorials that .bmp was the way to go, and I had the feeling that bumps wouldn't be useful in the end, so this will simplify texturing a lot. Good to know.

Orange_o_, I don't really understand your post--do you mean that I should create a new box primitive, then apply the texture to it, then delete the box, and repeat this for each texture, before saving? Or apply all the textures to one box one after another? (Gmax--what a weird program!  $%Grinno$%)
Title: Re: gottago to BAT
Post by: Orange_o_ on October 09, 2009, 09:05:52 AM
In fact Gmax is sick with Alzheimer's  $%Grinno$%... Indeed, we must create a new box next to your Bat that you select. You open textures, and one after the other you do "apply".
This allows Gmax to remember the paths of textures, textures and avoid gray.

After that, you delete the box.
Title: Re: gottago to BAT
Post by: gottago on October 09, 2009, 10:50:34 AM
Merci pour ces précisions--I'll try this method out and hopefully have some real texture progress to show next week, when I'll again have some free time wake up the 'old patient,' who seems to have some bizarre quirks you would never realize otherwise ::)
Title: Re: gottago to BAT
Post by: gottago on October 29, 2009, 07:33:49 AM
I've finally got some free time again and have finished the model of Cäcilienstraße and pretty much completed the day textures and am now starting nitelights (oof). I'm waiting 'til everything is done before stretching the bldg vertically--right now it's still a bit squat. So here are some new preview renders:


South:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FSouth_Render.jpg&hash=e8f808ff6699d07f0b72bf8775853df2e8239a00)

West:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FWest.jpg&hash=ba93009f0a20a998ec34d46f9f28fecf0e7bf4e5)

Comments and suggestions are appreciated!
Title: Re: gottago to BAT
Post by: Earth quake on October 29, 2009, 01:39:56 PM
Simply wonderfull bat, I really like the textures, just perfect.
but it missies some things on the terrace. (là ou il y a les dalles marrons si je n'ai pas été claire)
Title: Re: gottago to BAT
Post by: art128 on October 29, 2009, 02:21:43 PM
That's quite a nice re-creation there Gottago ! I really like the shape of that building, and the textures used are really nice. The roof junk seems a bit little, by that I mean some more aeration thingy would be nice... even if when I see the bird eye picture, there isn't soo much..  &mmm &mmm
Anyway, good work with it. Also, as E-Q mentioned, I think some chairs and tables in the "inner terrace" it would be nice.
-Arthur. :thumbsup:
Title: Re: gottago to BAT
Post by: wouanagaine on October 29, 2009, 02:56:42 PM
Really nice, but as Arthur said, just add more stuffs on the roof, this is the part you'll mostly seen in SC4, so don't hesitate to put details in it
Title: Re: gottago to BAT
Post by: Orange_o_ on October 29, 2009, 03:30:12 PM
perfect, the texture is very well worked. &apls

Adds perhaps some elements on the roof
Title: Re: gottago to BAT
Post by: gottago on October 30, 2009, 12:59:55 AM
Thank you Earth quake, Arthur, Wouanagaine, and Orange for your supportive comments--it's very good to get feedback!

Apparently the unanimous opinion is to add more roofjunk, and I was planning to arrange the terrace with tables and chairs and perhaps a few small trees in planters but haven't done that yet--I want to respect the "Ordentlichkeit" of the real building re: hvac, vents, etc., and have the eye focus on the terrace.

I have the perfect model for the furniture but it is a .max file and I can't import it, so if anyone can export the file in .gmax or .3ds, please let me know, it would be a great help.

Also, a question re: nitelites for BATters: what is your favorite rgb color formula for outdoor lights? I'm having a lot of trouble finding the right tonality.
Title: Re: gottago to BAT
Post by: Orange_o_ on October 30, 2009, 04:00:43 AM
I can perhaps help you to Nitelite, but I do not understand your question. can you tell me the question in French?
Title: Re: gottago to BAT
Post by: gottago on October 30, 2009, 04:25:48 AM
Salut Orange,

Bon, pour nitelites, il faut définir une couleur pour le "hotspot" de la lumière qui consiste à 6 données : red, green, blue, hue, saturation et value. J'ai du mal à trouver la formule qui donne un effet convaincant.

(In doing nitelights, you have to define 6 variables to create the hotspot color of the projected light... I'm having trouble finding a formula that is realistic.)
Title: Re: gottago to BAT
Post by: zero7 on October 30, 2009, 10:36:16 AM
Quote from: gottago on October 30, 2009, 12:59:55 AM

Also, a question re: nitelites for BATters: what is your favorite rgb color formula for outdoor lights? I'm having a lot of trouble finding the right tonality.

The way I generally choose colours for nitelites is to ask what kind of lights they are.

Tungsten - slightly yellow
Sodium - orangey-yellow
Flourescents - generally blue-white

Generally the colour cast has much greater effect than you would expect for the level of saturation so keep it subtle.


Title: Re: gottago to BAT
Post by: gottago on November 06, 2009, 07:06:16 AM
I've been trying to export a clean model without success: my building is designed to fit snugly on a 5x2 lot and the LODs have been edited to a tight box around the BAT. Before I export, I delete the lightrig from xref scenes, then run a preview render to generate a new lightrig to fit the modded LODs. Then I run the export. The result in-game is perfect except for this bug--a grey square at the point where the lightrig puts its target point on the LODs, seen ingame here:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FLightrigGlitch.jpg&hash=f5ae4467e43f88f1bbbf6b55f79a097e3d132534)

Anyone know how to fix this?



Edit: ok, to sweeten the pot to get an answer here are some preview renders ;)


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FDaySouth.jpg&hash=e73b6f0dff8b6e89b84b797c806a52f1588be655)


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FDayWest.jpg&hash=de451355d1a87036d98488f8585eb8dd33e8f2ca)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FNightSouth.jpg&hash=fece6a873f005a5a5442bebf78ffac852141f2a6)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FVolkshochschule_Kln.jpg&hash=2ad7c306c88c2230c689c2def86f1da78c3c469e)

When I'd nearly finished the BAT, I stumbled upon a website of the history of Cologne in pictures and found out what building I was modeling (lol!) It's the Volkshochschule Studienhaus, or Cologne Community College, and so will be a college ingame and also a CO$$ on a 2x5 lot.

The building was built in the early 60s and features a large bas-relief on the entry facade by the sculptor Arnoldo Pomodoro (translation: Arnold Tomato) which I modeled as well, as the original facade was quite bare. The building is freshly restored and I added all the contemporary details to get it as close as possible to RL (and fitted out the bare atrium). Hope you like it!
Title: Re: gottago to BAT
Post by: Tomas Neto on November 06, 2009, 07:53:33 AM
Wow, awesome work my friend!!! Fantastic BAT!!!   &apls &apls &apls
Sorry, I don't know how to fix this?
Title: Re: gottago to BAT
Post by: Earth quake on November 06, 2009, 12:45:22 PM
Wow, the bat is really awesome and splendid. &apls
It's just perfect (and do you have a night render ?)
Title: Re: gottago to BAT
Post by: Sciurus on November 11, 2009, 05:10:02 AM
This is a wonderful BAT, congrats!! &apls &apls

Guillaume :thumbsup:
Title: Re: gottago to BAT
Post by: gottago on November 13, 2009, 01:24:23 PM
Tomas Neto, Earth Quake and Sciurus, thanks very much for your heartening comments! (and btw Earth Quake, there is a night view on the bottom of p.1.  ;) )

Well, I finally managed to get a clean export without ghoulish holes or distortions and could begin lotting and prepping for my LEX candidacy (http://sc4devotion.com/forums/index.php?topic=9375.msg287721;topicseen#msg287721).

Here's a view of the lot, which I've tried to make as close as possible to RL:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FVHS_ingame.jpg&hash=f4d445a8c9e19194f44277d73fda54482305095f)
Title: Re: gottago to BAT
Post by: kwakelaar on November 13, 2009, 04:26:24 PM
That is a very good 60ies building, very well made, and a nice simple lot perfect fit for the building
Title: Re: gottago to BAT
Post by: Earth quake on November 14, 2009, 02:11:05 AM
Wow this bat it's just stunning. &apls &apls
The lotting is just perfect
Title: Re: gottago to BAT
Post by: zero7 on November 14, 2009, 03:20:00 AM
Really excellent building and as colleges aren't the most popular of buildings for BATters to make it gives some extra variety in a category of building that needs it.
Title: Re: gottago to BAT
Post by: Tomas Neto on November 14, 2009, 08:35:49 AM
Awesome!!!  &apls &apls &apls
Title: Re: gottago to BAT
Post by: art128 on November 15, 2009, 08:51:55 AM
The lot is quite nice, you've put some nice effort in it, and that's good. The front mosaic is one good touch and give something more to your building. I will certainly use it  ! Maybe, if you put the black wall texture a little bit brighter it will be even more excellent !
Take care,
-Arthur. :thumbsup:
Title: Re: gottago to BAT
Post by: spa on November 15, 2009, 09:41:58 AM
Quote from: art128 on November 15, 2009, 08:51:55 AM
The lot is quite nice, you've put some nice effort in it, and that's good. The front mosaic is one good touch and give something more to your building. I will certainly use it  ! Maybe, if you put the black wall texture a little bit brighter it will be even more excellent !
Take care,
-Arthur. :thumbsup:

I had that thought too. I would brighten it just the slightest of bits (say about +5 in photoshop). Nothing too major though as the dark walls are part of the look.
Title: Re: gottago to BAT
Post by: gottago on November 25, 2009, 06:27:16 AM
Arthur and Spa, thanks for your comments--I've tweaked the VHS a bit lighter.

And here's a new model, just beginning textures:


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FRudolphplatzW.jpg&hash=d28066816b87005ce3e4688b30e37428b953a850)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FRudolfplatzS.jpg&hash=3fa36cf18165482d973a286d571287dbb83336ab)

It will be a CS$$ 4x2 W2W corner--another boxy Cologne postwar commercial, this one is on Rudolphplatz @ the Hohenzollerinring.

It's got a funky little railroad track on the roof for the window-washing equipment, which I modeled. It's as faithful to RL as possible within the lot constraints, so no more roofjunk will be added this time  $%Grinno$%

Here are some RL shots:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FRudolfplatz.jpg&hash=2f46c615f133d409bff629fccc32bbd7637939aa)

And a great old postcard:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FHringHahnensrt7.jpg&hash=f12c1199c3d9a811c80ee7fcb654ae61fe7c45f2)

Hope you like!
Title: Re: gottago to BAT
Post by: Yan077 on November 25, 2009, 06:36:04 AM
Yes I like  :thumbsup:
A bit massive architecture, but it's natural, it's a "Bosch bat"  :D
Title: Re: gottago to BAT
Post by: thingfishs on November 25, 2009, 08:36:09 AM
really nice work :thumbsup: great attention to detail
Title: Re: gottago to BAT
Post by: citymax on November 25, 2009, 09:40:37 AM
Very nice, the details are perfect, you have a great talent !!  &apls &apls
Title: Re: gottago to BAT
Post by: Earth quake on November 25, 2009, 09:56:29 AM
Splendid W2W. &apls
The details are just impressive.
Title: Re: gottago to BAT
Post by: io_bg on November 25, 2009, 10:23:57 AM
Great modelling, looking forward to seeing the textures :P :thumbsup:
Title: Re: gottago to BAT
Post by: Sciurus on November 26, 2009, 09:45:37 AM
Very beautiful! And I hope you'll succed for LEX, because you deserve it ;)

Guillaume.
Title: Re: gottago to BAT
Post by: gottago on November 26, 2009, 10:06:52 AM
Hearty thanks everyone for the wonderful comments! I'm glad you all like the model--I hope to do a whole series of these "boxes."

Texturing is moving forward but it takes as long as the model itself--endless tweaks of color and scale and luminosity in Photoshop, and tons of preview renders. Then windows and nightlights. Unfortunately I don't have much free time right now so progress is slow--I steal an hour or so in the morning and late at night, but wanted to thank you all for dropping by and commenting on the work so far.

Update to add: the VHS Cologne BAT is now on the LEX, you can DL it <a href="http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2279>here.</a>
Title: Re: gottago to BAT
Post by: metasmurf on November 30, 2009, 03:41:32 AM
You don't take requests do you? My hometown is filled with ugly postwar lowrise office buildings that would suit your style. Just let me know ;)
Title: Re: gottago to BAT
Post by: alj on December 11, 2009, 08:54:42 AM
gottago,

Just wanted to tell you that the VHS is a wonderful building and that your current project from the Rudolfplatz would be a very welcome addition to our downtowns, too. What makes it even more exciting is that I know the real world models to your bats, since I live in Cologne. Right now I´m on a hiatus from playing SC4, but once I return to playing, your bats will be among the first I will download.

I absolutely agree with you that there is a lack of bats of the type that you chose to recreate. Myself, I have been planning on starting to bat for 2 years now. Worked already my way through tutorials, then got distracted by other things and gave up eventually. But your achievement is an inspiration and an encouragement to give it another shot.

Keep up the good work.
Title: Re: gottago to BAT
Post by: gottago on December 12, 2009, 08:29:04 AM
metasmurf, thanks for asking for requests, but I've got a number of projects I want to pursue that will keep me busy for a while; I hope you don't find the buildings I'm modeling ugly, though--they're chosen to be a step between "fillers" and "stars."  ;)

alj, thank you very much for your comments--they're really appreciated. I know Cologne well and its a wonderful town, and its great to learn that these projects have inspired you to take up the BAT as well. Good luck with it!

Well, textures and nitelights for the "Bosch BAT" are finally finished and the render is running as I type. The model fills an entire 2x4 lot and so there's no lotting to do this time.

Here are some preview renders; I spent a lot of time on nitelites this time, learned about neon, and here are the results:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FSDay.jpg&hash=ab905102c8e2bb519d5db02fb7310beeec0342fa)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FSNite.jpg&hash=9730f0863a83eb01660e7bfcc0dc8ed2d651056a)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FWDay.jpg&hash=bfc3719c7377aaf74985271b9cfe43dd41abcefe)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FWNight.jpg&hash=3e33ac74494b88ce24b48f006f663434ef4b0156)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FEDay.jpg&hash=115b8ebf445b41197d5206f36fc9d5287b06d210)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FENite.jpg&hash=fad892625b9db5c04478b25d2d0ced67ff8a39eb)

Title: Re: gottago to BAT
Post by: Luke09 on December 12, 2009, 09:10:43 AM
Nice job!Will you release it on LEX?
Title: Re: gottago to BAT
Post by: Fabian93 on December 12, 2009, 09:24:01 AM
Wonderful &apls &apls
Title: Re: gottago to BAT
Post by: thingfishs on December 12, 2009, 04:45:10 PM
Brilliant  &apls
The textures, overall form and attention to detail make for a fantastic creation, definitely a "star" in my book. It has an interesting shape, the diagonals on the lower roof and on ground level help give it character.
On the roof at the front, where the textures change from vertical to horizontal, looks slightly odd to me though.
Top Work.
Title: Re: gottago to BAT
Post by: gottago on December 13, 2009, 02:24:25 AM
Luke09: yes, it will be a LEX submission-- I hope to have the files ready to be reviewed shortly.

Fabian and thingfishs, thanks very much for your comments!

The odd change in the roofing is actually on the original; here's the satellite view that I used as the basis for the roof textures/roofjunk:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FRudolfplatzroof.jpg&hash=9bc13cbe36f68e878bdade1135ba05b1bed7bbc9)
Title: Re: gottago to BAT
Post by: kwakelaar on December 13, 2009, 03:20:04 AM
I can only say it looks fantastic, and wait for its release. :)
Title: Re: gottago to BAT
Post by: xxdita on December 13, 2009, 02:13:09 PM
The Bosch is looking great! Looking forward to your 2nd LEX upload.  :thumbsup:
Title: Re: gottago to BAT
Post by: gottago on December 13, 2009, 02:49:16 PM
Thanks very much kwaakellar and xxdita--the files have actually just been sent to you N for scrutineering. I hope that they're all in order and the "Bosch BAT" will soon be available on the LEX. :thumbsup:
Title: Re: gottago to BAT
Post by: Badsim on December 15, 2009, 04:27:08 AM
I love your BATs ...  &apls &apls &apls

60's architecture is a very apt choice , I would like to see more like those ... and your "young" BATing skill is amazing .  ::)

Cédric.
Title: Re: gottago to BAT
Post by: Sciurus on December 15, 2009, 05:59:01 AM
Wonderful BAT! I love 60's architecture! &apls

Guillaume :thumbsup:
Title: Re: gottago to BAT
Post by: warconstruct on December 15, 2009, 11:36:48 AM
very beautiful job  &apls
Title: Re: gottago to BAT
Post by: gottago on January 01, 2010, 07:37:48 AM
Cédric, Guillaume, kwaakelaar and warconstruct, thanks very much for your comments, it's really appreciated and I'm glad you like the work!

Well it's a new year, so it calls for a new BAT. ;)

The Bosch BAT is now on the LEX (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2325), and after finishing it I took a break from the Cologne Commercials series to work on a large IM BAT which I'm calling Köln Kabel, based on a RL cable manufacturing plant in Mülheim, in the industrial outskirts of Cologne on the east bank of the Rhine... so I haven't strayed that far, really.

This is a big building; in RL it measures 75x135 metres--you can easily put a football (soccer) field inside and have enough floor area left over for 1/2 another--and it is only one part of a sprawling complex devoted to cable manufacturing, but it's been scaled down about 20% to fit a 4x7 lot because its simplicity and great size would make it look wildly overscaled ingame.

For some reason I thought this would be less work than a smaller BAT, misled by those huge, simple masses and flat roofs. But in the end it demanded a disconcerting amount of detail work, which more or less gets swallowed up in all that acreage.

Here are some b&w previews of the finished model, before texturing begins, and some Virtual Earth screenies:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2Fwire.jpg&hash=f9848bcd616afad841b3a6940e398658bdfd972e)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FKKS.jpg&hash=9139684917b2c5958dc6409fbf0d4cf9a7471ffa)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2Fwire3.jpg&hash=c1df5fc53c246b5790f4f54e5a6740d31318c93c)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FKKE.jpg&hash=50c767e244f8d58e76be4977ee906a92630d3d58)

Thanks to Simfox's spanking new 3DSMax2010-compatible Bat scripts, I could finally upgrade from gmax to Max 2010, which is a great program, light years ahead of gmax in its capability of doing tons of stuff I can barely grasp, and it feels a bit like using a Ferrari to go buy milk. Anyway, I'm very hopeful to see a real improvement in renders and night views.

And happy New Year everyone!
Title: Re: gottago to BAT
Post by: thingfishs on January 01, 2010, 07:58:41 AM
brilliant work as always gottago &apls
You are capturing it beautifully, what on earth are you talking about when you say "based on" ;)
I look forward to the texturing, particularly the roof of lowest two levels of the main portion of the building.
Simcity now has a cabling industry. :thumbsup:
Title: Re: gottago to BAT
Post by: mightygoose on January 01, 2010, 08:07:34 AM
oh my thats pretty
Title: Re: gottago to BAT
Post by: delija21 on January 01, 2010, 12:52:49 PM
That's looking fantastic....simcity really need more industry bats of this quality
Title: Re: gottago to BAT
Post by: alj on January 03, 2010, 07:56:35 AM
Re: Your Bosch BAT

Hi gottago,

Just a little interruption here. I passed by the building that has been known as The Bosch to the community since you modeled it. Look what happened: they have removed the Bosch ad on the wall. I found that interesting. A Bosch ad had been sitting for decades on that building. The picture on the second page of this thread proves it. But now, after you have modeled it, named it The Bosch and upload it to the Lex, the sign vanished. Scary, isn´t it?  ;)


(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi867.photobucket.com%2Falbums%2Fab233%2Falj_bucket%2FTheBoschPox.jpg&hash=f2f0770ad0e190ed66ef6729b48133e5da79d527)

And I love the design of your newest creation. I agree with what others have posted: realstic industrial lots are a great addition to the game.
Title: Re: gottago to BAT
Post by: Sciurus on January 03, 2010, 08:02:01 AM
I can't believe it!! It's so, woaow :o :o :o

J'y crois pas, c'est trop :o :o :o Maintenant, chose que je ne traduirai pas( :P): faudra que tu me donnes des cours de 3DSMax toi un jour $%Grinno$%

Guillaume :thumbsup:
Title: Re: gottago to BAT
Post by: xxdita on January 03, 2010, 09:26:20 AM
This is a great industrial BAT, gottago. Can't wait to see the final version. The great thing about being a LEX Scrutineer... I get it first.  :P
Title: Re: gottago to BAT
Post by: gottago on January 03, 2010, 10:20:11 AM
thingfishs, thanks very much for your comments, I'm very glad you like it... I don't know if it's a good thing to reproduce the strips on the lower roofs--they're patches and are a bit confusing, but there's time to see when texturing is done.

mightygoose, delija21 & Guillaume thanks very much for dropping by and commenting so positively! I think I might alternate between IND and CO BATS from now on; they're a fun change of pace. And Guillaume I'm happy to share what I know, even though it's not been so long since I started BATting--just ask if you get stuck and I hope I can help :thumbsup:

alj, thanks very much for posting the update pic--that's a really strange coincidence and more than a bit disappointing that the Bosch signage has been removed; it's been on the building since it was built.  &mmm

xxdita, thanks a lot! I hope to send it along soon; just starting textures and there are tons of elements to deal with, though it looks pretty simple.
Title: Re: gottago to BAT
Post by: Sam Johnson on January 08, 2010, 09:30:47 AM
Hello gottage  :)
I saw your great BATs on the LEX, so I just had to take a look at your Bat thread here.
I really like the kind of Buildings you're batting, first those great mid rise offices, and now this great industrial building. Things like that are still lacking in SC4, just because you never can get enough of buildings like that. ;D

The model of your current bat looks awesome, I can't wait to see it with textures   &apls

Well, keep this amazing work up :thumbsup:
Title: Re: gottago to BAT
Post by: SimNation on January 08, 2010, 11:42:06 AM
Looking fantastic gottago. Cannot wait to see how this looks when finished.
Title: Re: gottago to BAT
Post by: Sciurus on January 10, 2010, 06:00:53 AM
Of course you can helop me Gottago! :D So, I PM you now ;) (And, between us, as you're french, lessons will go faster! $%Grinno$%)

Guillaume :thumbsup:
Title: Re: gottago to BAT
Post by: Delecto on January 12, 2010, 02:27:45 PM
Hello Gottago, I made a quick stop here to tell you that I love your accomplishments.  ;) :thumbsup:

Good luck with 3dsmax.


DEL!
Title: Re: gottago to BAT
Post by: gottago on January 13, 2010, 07:04:11 AM
Sam Johnson & SimNation, thanks for dropping by and commenting and I'm glad you like the kind of buildings I'm doing--I plan to stay with these sorts of CO and IND for a while. And pics of the textured Köln Kabel are below.

Guillaume, just pm me when you're ready  ;)

Delecto, thanks for your post and I love your BATs as well--the latest ones are really terrific. And 3dsMax2010 is just an amazing program, the renders are light-years ahead of creaky old gmax. It's a kick to watch the little white target boxes skittering around the previews resolving the image--great stuff :thumbsup:

Well, texturing Köln Kabel has been a (re-)learning experience, as 3dsMax's rendering is fundamentally different than gmax and initial renders were, except for the level of detail possible, pretty disappointing. So there was a lot more photoshop work and ME tweaking this time round, especially with the roofs and the whitish walls, to give them a sun-stuck appearance while still holding onto texture and detail.

It's very impressive that even at 72dpi you can still see the hairline seams on the asphalt roof and the grooves on the walls--impossible with old gmax. And shadows, no comparison.

So here are the latest renders:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FERender.jpg&hash=4c27ac9400aa5ecfddf91d8ee156cfce00612711)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FSrender.jpg&hash=db504f366be00d532c716055ca17d621269cbdea)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FWRender.jpg&hash=1a06175dd6352946824d5500c2c9490e6daa25de)

Figuring out 3ds nightlites and nite export are next. Been staring at it for too long, so comments are very welcome.

PS: a question for 3ds users: I isolated something and forgot what it was, now I'm reminded about it every time I reload the scene--how do you track it and de-isolate? The help files are less than helpful about this...
Title: Re: gottago to BAT
Post by: mightygoose on January 13, 2010, 07:27:37 AM
that looks superb, very nice work on the textures
Title: Re: gottago to BAT
Post by: Delecto on January 13, 2010, 07:36:22 AM
The roof textures look perfect IMO... Dirty but not too much.  ::) beautiful!


DEL!
Title: Re: gottago to BAT
Post by: rooker1 on January 13, 2010, 08:08:54 AM
That look amazing.
I really like all the small details you have added in, including the brick for the front and back building sections.  Maybe those two section could have a different roof texture as well.  Just a thought.

Robin
Title: Re: gottago to BAT
Post by: thingfishs on January 13, 2010, 09:25:39 AM
looking awesome gottago &apls

I wish I could offer something, in fact I look forward to finding fault in your work, hasn't happened yet. ;) The texturing looks fantastic, you seem to have come to terms with the rendering differences. I love the dirty edges of the roof, maybe the middle of the roof (between the rows of skylights) could have a very small amount of dirt/variation. Now that I look closer the seam running right down the middle looks slightly odd. You mention being able to see the hairline seams which is fine, but would the colour of the asphalt change from one side of a seam to the next as it does in the middle. (I assume the roof surface is flat, that there's no undulation on either side of that middle seam - meaning subtle shadow isn't the reason for the darkness on the right hand side)

I must say your thoughts on 3ds versus gmax make me very tempted to make the plunge myself, I think it's just a matter of time. I never expected to start BATting, but I'm really enjoying it and if 3ds is as much better as you say...

I am amazed at the jumps in quality between your BATs. Your first one was great, your second a lot better, and now the same again. (if this trend continues...) I really look forward to seeing where you are able to get to with all this,

Ryan
Title: Re: gottago to BAT
Post by: Girafe on January 13, 2010, 10:55:13 AM
So nice Gottago    :thumbsup:

more we need this type of industry, a future good addition  ;)
Title: Re: gottago to BAT
Post by: SimNation on January 13, 2010, 12:21:45 PM
Fantastic work man. I love  its realistic size and look wish more industrial batters made bigger sized lots like these.Very nicely done so far.
Title: Re: gottago to BAT
Post by: Sciurus on January 14, 2010, 08:03:46 AM
I love, I love and I love again! &apls &apls &apls
I want it NOW!! $%Grinno$%
And I've already PMed you, but you're never there $%Grinno$%

Guillaume :thumbsup:
Title: Re: gottago to BAT
Post by: mcdrye on January 14, 2010, 08:39:26 AM
Oh my, fantastic textures! Great work! I can't wait to have this in my city it's a size that is more realistic yet we don't see much of it ingame (thinks of stupid 1X1 tile Maxis industries)  &apls
Title: Re: gottago to BAT
Post by: zero7 on January 14, 2010, 10:03:54 AM
The factory looks excellent.  Very nice size and a style that's pretty universal.  Should look great in game.

For nightlighting the first thing you'll need to decide is whether the factory works a night shift.  If not, then you'll want security lighting around the outside walls (which you'll also need if they are assumed to be working) and one or two lights inside the factory to indicate where the security guards are active.

If you're going for the night-shift look, then decide which areas of the factory are going to be working - normally only the factory floor and refreshment areas will be lit - offices and storage areas will be in darkness.

In terms of lighting types - for the security lights you can probably get away with self illuminated textures on the light models themselves.  For the interior lighting I'd create some interior walls to isolate the areas you want to have different light levels and then use either photometric free or standard omni lights to provide lighting.  All interior lighting for a factory is going to be flourescent so if you go for omni's rather than photometrics you'll want to create them with a blue-white cast.

Also you might want to consider some additional lights outside the building about 12m high in what would be the car park and loading areas with sodium light cast (yellow-orange) to provide some exterior ambient light.  Particularly if you are going to use the SimFox DarkNite option.

That sums up how I'd tackle the nightlighting for your factory - hope it gives you some ideas ...
Title: Re: gottago to BAT
Post by: gottago on January 14, 2010, 11:45:12 AM
mightygoose, Delecto, Girafe, SimNation and mcdyre, thanks for the great comments, I'm glad you all like! And yes, it is meant to be an antidote to those pesky little IND fillers that grow like weeds on big lots. Plop it and crush them!   ()flamdev()

Robin: Thanks very much for your comments! And you're right that the roof on the annex could have a different texture to set it off more, but I'm modeling an existing building and trying to make it as close to RL as possible, and the whole complex uses the same roofing material.

Ryan, thanks for your wonderful comments and studying the model so closely. Re: the flat roofs, they're actually two slightly sloping planes so that central seam you noted is mostly produced by that. Pretty subtle I'll admit but again it's like that in RL. And if you can, take the plunge for 3dsMax, it's such a great program (I'm starting to sound like a shareholder  ::) )

Guillaume, thank you! Sorry I've been pretty busy right now but we'll connect soon, promise.

zero7 thanks very much for the excellent, detailed advice on lighting it up--lots of great ideas in your post that have got me rethinking before taking the nitelite plunge. There is a fair amount of downlights on the building itself, but now I'm pondering whether to BAT the whole lot to light it properly with custom security light masts and all that, and skip running it through the LE entirely.

I haven't looked for good IND props yet--obviously it needs tons of cable spools and large trashbins, both of which are already BAtted and were going to be added as a dependency file, and I just assumed gascooker had done all the necessary other stuff in this vein--he seems to have propped everything IND--but now it might be best to go the whole nine yards and do it totally custom.  Hmmm. Very tempting, but BATting new versions of forklifts and crates and all that, too? Well, it would make a nice prop pack...
Title: Re: gottago to BAT
Post by: zero7 on January 14, 2010, 12:00:15 PM
Quote from: gottago on January 14, 2010, 11:45:12 AM
I haven't looked for good IND props yet--obviously it needs tons of cable spools and large trashbins, both of which are already BAtted and were going to be added as a dependency file, and I just assumed gascooker had done all the necessary other stuff in this vein--he seems to have propped everything IND--but now it might be best to go the whole nine yards and do it totally custom.  Hmmm. Very tempting, but BATting new versions of forklifts and crates and all that, too? Well, it would make a nice prop pack...

Take a look at jestarr's prop packs before you think about BATting any industrial props; there's a good chance that most of what you want is already available there.
Title: Re: gottago to BAT
Post by: Sciurus on January 15, 2010, 09:06:02 AM
Quote from: gottago on January 14, 2010, 11:45:12 AMGuillaume, thank you! Sorry I've been pretty busy right now but we'll connect soon, promise.
Ok, no problem :thumbsup:

Guillaume.
Title: Re: gottago to BAT
Post by: vnaoned on January 15, 2010, 10:27:35 AM
This building is espacially well done. the textures are just amazing.
It looks so real. Hope you'll make an HD version of this wonderful BAT.
&apls

Good luke for all the props!
Title: Re: gottago to BAT
Post by: gottago on January 25, 2010, 12:06:12 PM
Merci vnaoned! I will make an HD version and post the file here for upload, but I don't think an HD version of this BAT would be a good idea for most users--it is very big (and getting bigger, see below) and having it in HD would put a big strain on most players' systems.

After a long downtime while sorting out problems in my gmax installation which prevented me from doing any exports, I finally have 3DSMax and Gmax in sync and did a first test daytime export to see it plopped in-game:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FCC_Ingame.jpg&hash=57477b82e3960f8cb37a479324a2f2c9738dab78)

Ignore the bizarre lot overhang--the model hasn't been centered yet for export. First thing I noticed was that the building is far too small in relation to other IND BATs--it even looks small in comparison to the garbage trucks. Right now it is scaled to fit a 7x4 lot and was reduced 27% from RL and not yet stretched vertically. So next step is to enlarge it back to its actual scale and stretch it up as well, making it most likely a 5x9 lot, maybe even bigger still.

Also, there is a nasty line of saw-toothed, black-and white-artifacts that run around the base of the model, which are easiest to see in the shadowed areas. This is the main reason for this post: I'm hoping that someone knows what is causing this and how to fix it. Any help or comments are always welcome!

Title: Re: gottago to BAT
Post by: gottago on January 30, 2010, 08:45:03 AM
The day model of Cologne Cable has finally been exported and I wanted to post the night views for comment before finishing the export and beginning lotting.

The model was enlarged and looks like it will occupy a 10x6 lot, perhaps larger as in RL there is a huge yard for storing the finished cable spools and the building would probably look squashed on a smaller lot (to give an idea of scale, the smaller pics below are zoom4 renders at 100%). jes has great props perfect for this and I've also exported my own cable spools and scrapbins to use as well. (I'm still looking for convincing chainlink fencing so please post your favorite.)

Following zero7's suggestion, the exterior lights are tinted orange-purple to imitate sodium lights and the interiors greenish blue to mimic fluorescents. Only half the interiors are lit, the other half have very low light levels to suggest the factory has a reduced night shift.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FSNite-3.jpg&hash=ce950d9e9b5b28fb9a7906d95b148a930bd5b418)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FENite-2.jpg&hash=e3cd68f9b8ae963060f6ef6b6e40be1ed1545ab1)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FWNite.jpg&hash=1ce07512170cfe006f6f72c9aa58571e40879bcf)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FNNite-1.jpg&hash=63f7d2f77cde79eb1d2beb5b423f199b5322fe27)
Title: Re: gottago to BAT
Post by: thingfishs on January 30, 2010, 09:47:03 AM
It looks spectacular gottago &apls

With each project you're getting better, I look forward to sinking my teeth into my next one.
Having the lights off in one half of the factory is a nice touch. It's the little details...

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimgur.com%2FiolcC.png&hash=99b2f3af3cb536a2594d36754a83cc98e43496c4)

I love the lighting along this face of the building, subtle enough that it doesn't look too fancy for a factory but still pronounced enough to make it look a bit special.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimgur.com%2FW3bp0.png&hash=b3cde80d8a5402ab655ca49b72cecb20a9cfee2c)

The only thing I'd query is why this section is so lit up?
I'd also be inclined to make that a bit darker so that the aforementioned lighting stands out a bit more.
Title: Re: gottago to BAT
Post by: gottago on January 30, 2010, 11:40:42 AM
Thanks things for posting about those two areas--looking at them again, I realized I'd forgotten to check "cast shadows" for those down spots. The new light effects are much better and the old pics are swapped out to show the results.

Re: the niche with the tanks, in RL (thanks to the great resolution of MS Virtual Earth pics) you can see that there are three big spots set high on the wall above that area to light it--doubtless because otherwise it'd be a big, very dark spot at night. So the lighting there mimics the RL security lighting, though with 3 downspots it's probably bright as stadium lighting at night.
Title: Re: gottago to BAT
Post by: metasmurf on January 30, 2010, 12:07:55 PM
Regarding fences, these are pretty good http://www.simtropolis.com/stex/details.cfm?id=19338

jes also has some in one of the megapacks (can't remember which one)
Title: Re: gottago to BAT
Post by: alj on January 30, 2010, 03:14:12 PM
Hello Gottago, I am sorry that I cannot offer something helpful for solving your problems but I am happy to see progress with your Köln Kabel Bat and that it is nearing completion.

While I was watching your latest pictures I got a little distracted and, instead of minding my own Bat business, I did some research on the real life building that you have modeled.

The Köln Kabel Bat is located on an industrial property called Carlswerk in Cologne-Mülheim, which has a rich history and it is not an exaggeration to say that it is a hallmark of industrial Cologne. The Carlswerk was founded in 1874 by Franz Carl Guilleaume. The factory, renamed to Felten & Guilleaume (F&G) a few years thereafter, produced, among other things, overhead lines, wire ropes and telepgraph cables. The first telephone cable between Europe and North America, passed in 1904, was produced by F&G. The factory grew over time and more production and storage facilities ware added. In the 1960's some 23,000 people worked in the Carlswerk.

The building that you have recreated was constructed in 1984 and was a storage / magazine facility for the surrounding cable and wire production facilities. The company F&G itself went through turbulent times since the early 70's when European economies transformed from industrial into services. Especially in that and in the following deacde the city of Cologne saw pretty much of its manufacturing and heavy industry base go downhill. F&G changed ownership several times until it was eventually acquired by Danish company NKT Cables.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi867.photobucket.com%2Falbums%2Fab233%2Falj_bucket%2FCarlswerk1.jpg&hash=46883c60f9667d062243ec7d2ef5069d915d76b7)
Carlswerk Storage (from south-west)

In 2007 NKT Cables decided to move production away from the site in Cologne-Mülheim and sold the Carlswerk to real estate developer BEOS. The move of NKT to its new location in neighbouring Cologne-Flittard (with all of the ca. 500 jobs in manufacturing it offers these days) will be finished in 2010 and BEOS has already started to redevelop the Carlswerk property. Many of the older buildings on site will find a new function as fancy loft offices for tenants from industries like advertising, media and similar (at least that's what the new proprietor hopes for). Parts of it will even become loft apartments.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi867.photobucket.com%2Falbums%2Fab233%2Falj_bucket%2FCarlswerk2.jpg&hash=c88dee977a7d25e4f8ab9bc562a47ee8818a3e48)

The storage (The Köln Kabel Bat) is offered to let as a ... storage facility. My speculation is that if the Carlswerk site turns successful as an upmarket urban office park as it is planned, the storage might as well be torn down in order to make room for a more profitable land use. At any rate, it is rather unlikely that those large cable reels will be in or around the the real world model to your Köln Kabel Bat in the near future.

Did I say that I look forward to seeing it in-game?
Title: Re: gottago to BAT
Post by: kwakelaar on January 31, 2010, 02:48:35 AM
Again a beautiful looking bat, I am impressed by your texturing work as well as the nightlights.
Title: Re: gottago to BAT
Post by: gottago on February 09, 2010, 01:45:52 PM
Thanks metasmurf for pointing out PEG's fencing--I had it somewhere and have used it, it's a very good set.

Thanks very much alj for posting the history of the Carlswerk; it's a fascinating bit of history and really appreciated and has helped quite a bit :thumbsup:

And thank you kwakelaar for your comments, it's a real compliment and much appreciated  ;)

The Cologne Cable BAT has been wrapped up and I've gone back to a model I'd started a while ago but was sidetracked by the work on CC. Back to the Cologne commercials series, but this time a bit of a change of pace; next up is a locally famous landmark, the Disch-Haus, a sleek Moderne building that survived WWII (though thoroughly gutted by fire, it was rebuilt) and which has recently been renovated again.

Here is the promoter's idealized view, and one from Virtual Earth: 

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2F1Koeln_Disch-Haus_12.jpg&hash=05a660b80587980e632dd7430ba432e50a36b2c4)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FNoname2.jpg&hash=1a7c8bf9d6ac3e5ff9a03559c6e1434309d36a46)

The great thing about the building is of course the austere Art Deco style and the wide curving corner, and I stopped work on this partly because I was pondering how I would ever get it to work ingame. I went back to it because I hate not finishing anything I start, and because I like a challenge and after some extensive measuring and playing around, I think I've found the way to get this BAT into SC4.

Here are screenshots of the work so far, filled out with planes that lay out the massing of the rest of the building and, in darker grey, an annex that will flesh out the building to fit a 4x4 corner lot--or a 4x3.  Also a screenie from Max showing the floor plan:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FDHSouth.jpg&hash=15c795cd80ce28ea7fcee67488d78042ff2b5f28)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FDHWest.jpg&hash=fac47aa10ee78a283f3719307cf1545f830733ba)

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi209.photobucket.com%2Falbums%2Fbb173%2Fzegadams%2FDHPlan.jpg&hash=744af2c919ed639c4cf67bfab33294e354543dde)

What's pretty uncanny about the building is that it actually fits perfectly into the game, at scale, if the lot is made for a corner using a FAR road along its angled side beginning 1 tile after the intersection. In RL, the main facade (the one already modeled) is exactly 72 M or 4 tiles long from the party wall to the end of the curving wall. But what is really a remarkable coincidence is that the angled facade is 17.5 degrees off vertical; the FAR road is 18.4, but because that wall starts basically one tile in due to the curving corner, using the building's RL angle makes that facade's far end fall perfectly on the grid--four tiles in and one back--when continued by the fictive annex building sketched out in darker grey planes. (You can see this by looking closely at the grid lines on the Max ground plan.)

So the building will be a FAR W2W corner sitting on a 4x4x4x3 lot. To get it to work, it will have to be exported as a prop or like a diagonal--but it should fit seamlessly into the grid, unless I'm missing something. Which is why I'm posting about it now--before going too far in the modeling and having to trash too much work-- to see what others think and what recommendations anyone can offer about how to make this work correctly, and what problems to look out for.

Title: Re: gottago to BAT
Post by: mightygoose on February 09, 2010, 02:07:43 PM
thats awesome, and i think you are right but i would wait for someone with more expertise in the subject to verify it, send dedgren a PM, probably the bestway to get a definitive and exhaustive answer, fantastic work nevertheless.
Title: Re: gottago to BAT
Post by: Sciurus on February 10, 2010, 12:20:59 AM
Yes, just awesome!! :o

Guillaume :thumbsup:
Title: Re: gottago to BAT
Post by: Girafe on February 10, 2010, 03:03:42 AM
A very good start Gottago, your work is fabulous, and buildings are well chosen

&apls  &apls
 
Title: Re: gottago to BAT
Post by: Delecto on February 10, 2010, 05:37:56 AM
Great start my friend, a very appropriate choise of euro building one more time.  ::)

Can't wait for more.

Best regards___DEL!
Title: Re: gottago to BAT
Post by: seraf on February 16, 2010, 02:14:08 PM
Interesting building... I'm waiting for more :)
Title: Re: gottago to BAT
Post by: cubby420 on February 27, 2010, 03:28:55 PM
Wow, if the Disch-Haus fits with FAR, that will really fulfill a need in a unique way. Looking forward to your progress.

By the way, I am loving CC right now. I designed an industrial area specifically around it, with excellent results. It is truly a revolutionary addition to the game, and I encourage anyone who has not yet checked it out to add CC to your plugins asap, you will not regret it... $%Grinno$% I do not recall ever seeing anything like it before, with everything from overall concept to minute details executed perfectly. I hope that you have more massive, modern manufacturing facilities in the works. They are still sorely needed.
Title: Re: gottago to BAT
Post by: DCMetro2834 on March 07, 2010, 08:15:43 PM
Wow, brilliant work so far on the model!  :thumbsup: