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European House Add-on (EHA) by Gn_Leugim

Started by gn_leugim, July 30, 2012, 12:30:37 PM

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gn_leugim

thank you.

indeed the city of Lyon is a mine regarding buildings for the Euro Tile Set. I have seen a great deal of buildings that fit my criteria of Batting eheh

But I will have to move elsewhere, as this is a European Add-on, not a French Add-on :p

UK, Germany, Poland, the Benelux, among others can wait my visit via Google Maps/Street and Bing Maps :p

cogeo

It looks very good! An excellent competitor for Impeccable Tenements!

I wonder if it would be possible to make another 1-2 colour variations (same model, but different texture, so that it's not very much work). Another good addition would be some CS$/CS$$/CO$$ medium to medium/high-density, of which the Maxis collection, is ridiculously poor (Lenz Electronics Remainders, Le Market Hall and Hayashi Consultants everywhere, with goodies like the Chicago cinemas and hotels lacking completely).

I'm also considering another  modding challenge, the possible addition of more architectural styles. As the savegame format is now known (at least partially), wouldn't it be possible to make more styles, even if this would require writing a small utility to set the city style (out of simcity), if changing the ingame form wouldn't work. It may be all hard-coded though, and the game grows only buildings in the 2000..2003 range of occupant groups.

wouanagaine

Quote from: cogeo on January 09, 2013, 08:27:31 AM
I'm also considering another  modding challenge, the possible addition of more architectural styles. As the savegame format is now known (at least partially), wouldn't it be possible to make more styles, even if this would require writing a small utility to set the city style (out of simcity), if changing the ingame form wouldn't work. It may be all hard-coded though, and the game grows only buildings in the 2000..2003 range of occupant groups.
Last time I tried, which was a long time ago and my memory may failed on that, we came to the conclusion it is hard coded :(


New Horizons Productions
Berethor ♦ beskhu3epnm ♦ blade2k5 ♦ dmscopio ♦ dedgren ♦ emilin ♦ Ennedi ♦ Heblem ♦ jplumbley
M4346 ♦ moganite ♦ Papab2000 ♦ Shadow Assassin ♦ Tarkus ♦ wouanagaine
Divide wouanagaine by zero and you will in fact get one...one bad-ass that is - Alek King of SC4

memo

When I once fiddled around with moving all in-game buildings into one tileset and custom buildings into another one, I ended up with a heavily imbalanced game, simply because I had not enough buildings of each kind. Even if one activates both building styles, the game seems to try to build same as many buildings of each style. I guess it would require quite a large number of buildings to get a balanced new tileset.

gn_leugim

#144
Quote from: cogeo on January 09, 2013, 08:27:31 AM
It looks very good! An excellent competitor for Impeccable Tenements!

I wonder if it would be possible to make another 1-2 colour variations (same model, but different texture, so that it's not very much work). Another good addition would be some CS$/CS$$/CO$$ medium to medium/high-density, of which the Maxis collection, is ridiculously poor (Lenz Electronics Remainders, Le Market Hall and Hayashi Consultants everywhere, with goodies like the Chicago cinemas and hotels lacking completely).

I know the commercials are lacking a lot too, but I have little to Bat, and to be honest my commercials sucks I think. I won't say I wont do them, as I have done some before, but my skills are set more to R buildings than C.

As far as I recall, you were making some too, I remember discussing it with you on your thread, which reminds me I was to make a tutorial about lightings in skyscrapers :S

I don't know how low on time are you, so I won't, let's say, delegate this to you, but you already had some good buildings done  :thumbsup:

Also, while the R I can perfectly model and imagine my own, commercials not so really, here in Portugal free standing commercial buildings are rare.. Very rare!

The colour variation on this particular building is planed ofc  :thumbsup:

Quote from: memo on January 09, 2013, 09:06:03 AM
When I once fiddled around with moving all in-game buildings into one tileset and custom buildings into another one, I ended up with a heavily imbalanced game, simply because I had not enough buildings of each kind. Even if one activates both building styles, the game seems to try to build same as many buildings of each style. I guess it would require quite a large number of buildings to get a balanced new tileset.

A way would be as I am doing, following up the Maxis scheme. this way you can have the same balance as the original game. and yes, that is a great number of buildings.

EDIT:

So, here is it without the modifications I made to it, in the middle of its conterparts:



what modifications do you ask? these:



Tell me your thoughts :p

FrankU

Yes, the tower looks good amongst its counterparts.

The laundry is nice, makes the thing a bit lively.

w_swietwoot

That looks very nice! Blends very, very well. It even has a much more Euro-look to it then the surrounding buildings. I would really like to use it in my low wealth areas.

gn_leugim

FrankU & w_swietwoot: thank you both ;) soon in a theatre close to you :p

I have done some more work on it. after some hours (where 75% of the time was spent in low quality draft render previews for tweaking) I added the nightlights :P



There are a few missing, namely first floor and roof, but it is 90% done and the looks won't change a lot from now on :p

wouanagaine

Good job !
I don't remember if the day/night bat can be different, if yes, it might be a good move to remove the laundry from the night shots


New Horizons Productions
Berethor ♦ beskhu3epnm ♦ blade2k5 ♦ dmscopio ♦ dedgren ♦ emilin ♦ Ennedi ♦ Heblem ♦ jplumbley
M4346 ♦ moganite ♦ Papab2000 ♦ Shadow Assassin ♦ Tarkus ♦ wouanagaine
Divide wouanagaine by zero and you will in fact get one...one bad-ass that is - Alek King of SC4

gn_leugim

wouanagaine: Thank you :) it is possible and actually as crossed my mind too. It will be a bit laborious thou as there is no automatic way of doing, only manual tweaking on the Reader

cogeo

Making a model looking different during the night is not possible, because the night textures are actually superimposed on the day ones (unlit areas are black), so the night textures need the day ones as a "dependency".

What IS possible, is make two separate models (with and without the laundry), and use the Resource Key Type 4 property (instead of RKT1) along with the Night Time Change one (set to Change to State 1). Please note that this does NOT make the model/prop timed (writing extra data in the savegame), it just displays the "State 0" model during the day and the "State 1" one during the night (just like the streetlights' lightcones are turrned off during the day). And this isn't that labourious imo.

gn_leugim

Quote from: cogeo on January 16, 2013, 12:51:06 PM
Making a model looking different during the night is not possible, because the night textures are actually superimposed on the day ones (unlit areas are black), so the night textures need the day ones as a "dependency".
are you sure? because I take a look at the fsh files and saw that the night ones also have a color map. I had the idea that replacing this ones would be enough...

Quote from: cogeo on January 16, 2013, 12:51:06 PM
What IS possible, is make two separate models (with and without the laundry), and use the Resource Key Type 4 property (instead of RKT1) along with the Night Time Change one (set to Change to State 1). Please note that this does NOT make the model/prop timed (writing extra data in the savegame), it just displays the "State 0" model during the day and the "State 1" one during the night (just like the streetlights' lightcones are turrned off during the day). And this isn't that labourious imo.

...anyway, I'll try this out too :)

gn_leugim

Quote from: gn_leugim on January 17, 2013, 05:04:12 AM


Quote from: cogeo on January 16, 2013, 12:51:06 PM
What IS possible, is make two separate models (with and without the laundry), and use the Resource Key Type 4 property (instead of RKT1) along with the Night Time Change one (set to Change to State 1). Please note that this does NOT make the model/prop timed (writing extra data in the savegame), it just displays the "State 0" model during the day and the "State 1" one during the night (just like the streetlights' lightcones are turrned off during the day). And this isn't that labourious imo.

...anyway, I'll try this out too :)

and I tried, but it didn't work. Also, as I searched out how the RKT4 works I read at some point that it works fine for props, but not for buildings =\

gn_leugim

slowly, but steady, I have been adding new versions to the game :) these take a hell of a time to render :o



from left to right: antennabuilding, color A1, color B1 and Color B2. To come Color A2 and Diagonals for A1 and B1, as well the matching foundations. :)

also, I have being playing at the lot editor/bat to create something quite exciting ^^


Dantes

Wow, fantastic work again !  &apls
I love the high rise  ;D

kbieniu7

Wow, the high-rises look really great! :) Diagonal small houses are quite interesting idea, I was thinking about such stuff once. 

Last time I had less time to visit this thread. Is there anything new, that needs translation?
Thank you for visiting Kolbrów, and for being for last ten years!

vortext

Quote from: gn_leugim on January 26, 2013, 08:59:35 AM
these take a hell of a time to render :o

But they look great!  :thumbsup:

As do the diagonals, that's really clever! Maybe you could also make small 1x1 lots for the gaps. Or perhaps filler pieces to go along with the eventual release?
In any case, it looks good. Keep it up!
time flies like a bird
fruit flies like a banana

Kergelen

Great work with the diagonals. And the high-rises looks also nice with the clotheslines as a details. :thumbsup:


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whatevermind

Looking good! Those high rises in particular would fit in very well in my cities.  ;D

gn_leugim

Quote from: Dantes on January 26, 2013, 09:02:42 AM
Wow, fantastic work again !  &apls
I love the high rise  ;D

thank you :)

Quote from: Kergelen on January 26, 2013, 09:47:24 AM
Great work with the diagonals. And the high-rises looks also nice with the clotheslines as a details. :thumbsup:

thank you :)

Quote from: kbieniu7 on January 26, 2013, 09:16:26 AM
Wow, the high-rises look really great! :) Diagonal small houses are quite interesting idea, I was thinking about such stuff once. 

Last time I had less time to visit this thread. Is there anything new, that needs translation?

thank you and yes :)

I have these three as far as I remember: Happy Block, Square Block, and High Fall Apartments :p

Quote from: vortext on January 26, 2013, 09:20:39 AM
Quote from: gn_leugim on January 26, 2013, 08:59:35 AM
these take a hell of a time to render :o

But they look great!  :thumbsup:

As do the diagonals, that's really clever! Maybe you could also make small 1x1 lots for the gaps. Or perhaps filler pieces to go along with the eventual release?
In any case, it looks good. Keep it up!

ya they do, at least that ^^

I have the lots for those 1x1 gaps, just didn't show them on the screen shot for better understanding of the concept and because they need a bit more modding to match the grass textures :p soon more diagonal development will show up :p

Quote from: whatevermind on January 26, 2013, 01:12:05 PM
Looking good! Those high rises in particular would fit in very well in my cities.  ;D

thank you :)