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High-Capacity Medical Center

Started by RadicalOne, September 20, 2009, 07:47:54 AM

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RadicalOne

It's a medical facility that can accommodate thousands of patients, without taking up a great deal of space.
How is the BAT?
I'm still working on the concrete texture.

_maciex_

Nice bat, but maybe try to made one version with blue windows, these red looks weird  ::)

RadicalOne

#2
Quote from: _maciex_ on September 20, 2009, 07:54:34 AM
these red looks weird
Really? Most of my other buildings are blue - I don't want them all to be.

swat-medic

Are you going for a futuristic look with the building?  Because I don't know of many modern buildings with red windows.  :)

Anyway, the parapet walls should be extended down all the way to the roof.  right now there's glass beneath it, unless you wanted it that way thats one thing you could fix.

builderbuiltoff

its looks like alittle a building from simmars

RadicalOne

Quote from: swat-medic on September 20, 2009, 08:35:21 AM
Are you going for a futuristic look with the building?  Because I don't know of many modern buildings with red windows.
OK, I'll change the color.

QuoteAnyway, the parapet walls should be extended down all the way to the roof.  right now there's glass beneath it, unless you wanted it that way thats one thing you could fix.
The light blue glass is the parapet wall. The steel rail is merely a reinforcement.

Here's the building in blue:

swat-medic

Looking good now.  Try to expirement with textures, keep tweaking until you think its good.

zero7

#7
Quote from: swat-medic on September 20, 2009, 08:35:21 AM
Are you going for a futuristic look with the building?  Because I don't know of many modern buildings with red windows.  :)


There's some in Manchester (UK) not far from the Imperial War Museum and The Lowry (two buildings that should be in the game!) that have highly reflective coppery red windows - they look stunning especially in evening sunshine.  Red transparent windows less so, but I don't see why RadicalOne should change them just because they don't fit with people's preconceptions.

From bing ... doesn't really do justice to how red it looks 'in the flesh', but you get the idea ...




Call me Richard

ponnie

I agree, there's nothing wrong with the red glass windows imho. Actually I like both versions you presented so far. The only thing that's bothering me is the height of the floors compared to the entrance. It looks like the entrance is about half the height the floors appear to be. Off course this could very well be a misperception on my side, so please ignore my comment in case I'm way off.

Anyhow, I like the BATs you're making lately, so keep up the good work  :thumbsup:.

art128

#9
I agree, too, with Richard !

And If I can put  my two cents there, I think this must be reworked :



I thought it's a ramp for handicapped people, so it should be farther from the building to let the people's chairs turning to the doors. Also, don't forget the roof access !
Without that, the building looks quite nice. I think with a glass windows textures (and no a simple texture with a low opacity) as shown in Richard's picture should looks amazing. 

-Arthur.  :thumbsup:
I'll take a quiet life... A handshake of carbon monoxide.

Props & Texture Catalog

Strategist01

Hmm, to make everyone happy, if you could get a gold/yellow sort of tint to the windows, instead of a red colour? I don'tt know if this is possible, but if it isn't, you could try a violet leaning towards a deep blue sort of colour. I personally would like the red-coloured windows, as if I were to work there, I could say, "Oh, the blood was supposed come out on the fifth floor"...anyway, that's my 2c worth!

zero7

Aside from the colour, which I think is pretty subjective, I think the ground floor height looks OK, but the individual floors should be shorter in relation.  Also in the night view the fact that the glass panes are the full height of the floor looks odd, and wouldn't be very practical in a medical centre. 

What you could do to keep the glass-wall look for the exterior would be to model a wall half the height of the windows, but make sure it is behind the glass.  If you made it a similar shade to the window it wouldn't be very noticeable during the day, but you'd have solid bands on each floor at night.  You could omit it above the doors which would give the impression of a double height lobby.

Finally, you could render both colours and create a building family so you'd get either colour at random when you plop the building.
Call me Richard

RadicalOne

#12
QuoteThe only thing that's bothering me is the height of the floors compared to the entrance. It looks like the entrance is about half the height the floors appear to be.
The doors are 3.5m tall - the lobby is 6m tall. That is what is causing the discrepancy.

QuoteI thought it's a ramp for handicapped people, so it should be farther from the building to let the people's chairs turning to the doors.
Yes, I've noticed. I'm struggling a bit to fit this on a 2x2 lot, which is my intention. I might just go to 2x3.
QuoteAlso, don't forget the roof access !
Thank you for reminding me.
QuoteI think with a glass windows textures (and no a simple texture with a low opacity) as shown in Richard's picture should looks amazing.
It is a glass texture...

QuoteHmm, to make everyone happy, if you could get a gold/yellow sort of tint to the windows, instead of a red colour? I don'tt know if this is possible, but if it isn't, you could try a violet leaning towards a deep blue sort of colour.
Yellow would be a bit awkward - the yellow I have is the color of urine - but the blue sounds nice. I don't know if it's applicable here, but it sounds like a nice color, one which I'll use in the future.
QuoteI could say, "Oh, the blood was supposed come out on the fifth floor"
...?

QuoteI think the ground floor height looks OK, but the individual floors should be shorter in relation.  Also in the night view the fact that the glass panes are the full height of the floor looks odd, and wouldn't be very practical in a medical centre.
Good point.

QuoteWhat you could do to keep the glass-wall look for the exterior would be to model a wall half the height of the windows, but make sure it is behind the glass.  If you made it a similar shade to the window it wouldn't be very noticeable during the day, but you'd have solid bands on each floor at night.  You could omit it above the doors which would give the impression of a double height lobby.
I like that idea.

QuoteFinally, you could render both colours and create a building family so you'd get either colour at random when you plop the building.
I REALLY like that idea. How do I do it?


EDIT:
Here is the building after applying all the suggested fixes:

Strategist01

Quote from: RadicalOne on September 20, 2009, 02:16:12 PM
Yellow would be a bit awkward - the yellow I have is the color of urine - but the blue sounds nice. I don't know if it's applicable here, but it sounds like a nice color, one which I'll use in the future

....?


Ok, thanks that you might use that idea...and the blood comment was a refernece to the shining...at least I think it was the shining...

zero7

#14
Quote from: RadicalOne on September 20, 2009, 02:16:12 PM

I REALLY like that idea. How do I do it  (building families)


Building families are really easy.  The most difficult part is getting the ID to use.

There'll be a how-to somewhere on the site describing the creation of building families, but here's a very quick summary:

In Plug-In manager you drag your model to a building category to create the DESC file and specify the values as normal. 

On the 'Common' tab is a property with the name 'Building / Prop family'  in here you enter a unique ID from a range allocated to you.  For instance, on my Riverwalk Townhouses I used 0x51600025.

All models having a DESC file referencing the same building family ID are automatically part of that family.

Then when you go into the Lot Editor, on the building tab - instead of selecting Replace Item; select Replace Family, and select the ID you specified in the DESC files.


The register of IDs is kept by BSC.  PM barbyw to get a range of IDs allocated.  If you want an ID to experiment first, let me know and I'll let you have one of mine.
Call me Richard

RadicalOne

Quote from: Strategist01 on September 20, 2009, 10:39:21 PM
Ok, thanks that you might use that idea...and the blood comment was a refernece to the shining...at least I think it was the shining...
I still have no clue what you are talking about...

Quote from: zero7 on September 21, 2009, 09:38:55 AM
Building families are really easy.  The most difficult part is getting the ID to use.

There'll be a how-to somewhere on the site describing the creation of building families, but here's a very quick summary:

In Plug-In manager you drag your model to a building category to create the DESC file and specify the values as normal. 

On the 'Common' tab is a property with the name 'Building / Prop family'  in here you enter a unique ID from a range allocated to you.  For instance, on my Riverwalk Townhouses I used 0x51600025.

All models having a DESC file referencing the same building family ID are automatically part of that family.

Then when you go into the Lot Editor, on the building tab - instead of selecting Replace Item; select Replace Family, and select the ID you specified in the DESC files.


The register of IDs is kept by BSC.  PM barbyw to get a range of IDs allocated.  If you want an ID to experiment first, let me know and I'll let you have one of mine.
OK....I'm going to need more detail...