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CAL's BAT Cave

Started by callagrafx, February 03, 2007, 02:08:41 PM

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FromTheAshes

They look great, better than mine I guess. I can send you my model files for diagonal parts. A few of them could contain some little mistakes, but it would be less work for you ;) Dunno if I'll ever work on the canals again, I think with your new ones we don't need them anymore.
Visit Vorsfelde.

callagrafx

The models are Simgoobers not mine, I'm just giving them a bit of a facelift, so it's probable your's wouldn't match up...

Fred, an aquaduct would be really cool, but the problem would be plopping them over a dip in terrain to span it, the model would reset to ground level.  The only way I can see that would be possible would be to make a draggable bridge, but I'd need some serious input from the NAM team.
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

jacqulina

hiya lee i see your at your amazing work again i love the canals the texture is awesome &apls &apls
take care my friend

jayo

Great work!I allways thought simgoobers water texures were to light  ;) ;)
I'm back

toxicpiano

Lovely stuff CAL! Anychance of modern industrial style SG canals  ()what() You would surely be my hero forever!
I find that alcohol, taken in sufficient quantities, can bring about all the effects of drunkenness.

freedo50

Cal, could it not be done as an overhanging prop, in the same way as the CSX swing bridge and the CSX cable car thing?

Fred

callagrafx

It could, but would require some very deft terraforming to place it....I'll have a look-see when I've retextured the existing models.  Any preference on height?
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

freedo50

Well the usual 15 (or is it 16) metres that you get with the ground raising lots would be the obvious suggestion. This would mean that no terraforming would be required really, juts raise the ground and plop the aqueduct. Thanks for listening to my rantings  :D

Fred

mightygoose

15m is the NAM/sunken higway standard. it could be done a separate pieces similiar to deadwoods raised garden or some of the buddybud stuff...
NAM + CAM + RAM + SAM, that's how I roll....

callagrafx

Quote from: freedo50 on June 23, 2007, 12:28:12 PM
Well the usual 15 (or is it 16) metres that you get with the ground raising lots would be the obvious suggestion. This would mean that no terraforming would be required really, juts raise the ground and plop the aqueduct. Thanks for listening to my rantings  :D

Fred

I was referring to how far down the pillars would have to go...i.e. how deep do you want the valleys that this will span?  I would say to be effective, 48-64m down below ground level.  This requires some thought...I'll do a dummy model when I get a chance and see what's possible.
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

mightygoose

well maybe if you used multiples of 15/16m for the height that way allwing for deeper valleys without much difficulty for the player.... maybe romanesque with multiple layers of arches.... or are you looking for the more victorian tall arch approach.
NAM + CAM + RAM + SAM, that's how I roll....

callagrafx

As the canals are more victorian in design, it'd be like those, single arches in brick...and if I recall both 48 and 64 are multiples of 16  :P  Anything taller than 64m is really pushing it.
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

callagrafx

#312
bumpety bump bump

Have the lock done now, both the upper and lower sections.  I may change the tree to something a little more tree-ish..and before anyone says use a seasonal prop, the LODs are done in such a way that precludes the use of props, hence the modelled people.



That's about a third of them done...excluding the new pieces to be made. 
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

Andreas

The grass looks a tad too radioactive (maybe that's why the tree is somewhat... eh, unusual ;) ), but the rest is excellent. :)
Andreas

Krio

You are The Man, truly a legend  &apls
Devotion indeed has the best stuff  :)

DuskTrooper

Marvelous!  I absolutely loathed the old water texture on SG's canal set, but you've managed to make them lookgood with your mastery! I can't wait!
SC4, forevermore!

Antoine

I love the new texture ! I hope you will make a patch

Glenni

Damn... ???

That is amazing, and hm, since reflections seem to work with modular pieces, heh, maybe i could make my sewage canal thingy a modular set too :D

freedo50

Hey Cal,
That looks so much more realistic than the orginial SG canal water. You know you said that the LODs preclude the use of props, could you not do the same kind of thing that marcszar did with his lever house and put a hole in the LOD to allow you to drop a prop in there?
Keep up the great work, im eagerly anticipating these!

Fred

callagrafx

@ Andreas:  I had to muck with the ambient to get the water texture to match and it's had an adverse affect on the grass...only really noticeable in game so I'll be changing that.

@Bengt:  Thanks but the real legend is Goober, who made these models and in such a way to be easily adjustable

@ Dusk:  Glad you like them, nice to see you around more  :thumbsup:

@Antoine: That's the idea for now, depending on if I can get the entire set done.

@Glenni: That would be great...storm drains I am thinking and yes, as long as the raytrace is subtle enough, the texture can be tileable.

@Fred:  Problem there is the model is set to not be a ground model (only way to fake it) so I'm not sure how a hole in the LOD would react (shadow casting and all that) so it's easier to generate a tree in Max and put it in place...
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it