Industry - Various buildings

asioasioasio

Fallout Scrubber
Joined
Mar 4, 2006
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3,059
Location
Poland, EU
The textures could be smaller, but i left bigger textures - it's always easier to resize it down than hunt for extra quality.

Factory - 01

scr_00_jSW.jpg


Factory. Around 90 triangles model. 256x256 (model) and 128x128 (shadow) textures.
Screenshot
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Lumbermill

sawmill_00scr_0I0.jpg


Lumbermill. It can work for example as modern lumbermill. Animated - it uses workshops animations (when city is working on that plot - from the chimney starts to smoke). Around 190 triangles model. 256x256 (model) and 128x128 (shadow) textures
Screenshot
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Spoiler :

I've used this Graphic Settings:


CIV4ArtDefines_Improvement.xml


<ImprovementArtInfo>
<Type>ART_DEF_IMPROVEMENT_LUMBERMILL</Type>
<bExtraAnimations>0</bExtraAnimations>
<fScale>1.0</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF>Art/Structures/Improvements/Sawmill/Sawmill.nif</NIF>
<KFM>Art/Structures/Improvements/Sawmill/workshop.kfm</KFM>
<Button>,Art/Interface/Buttons/Builds/BuildLumberMill.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,5,7</Button>
</ImprovementArtInfo>


CIV4PlotLSystem.xml


<!-- lumbermill -->
<ArtRef Name="goal:IMPROVEMENT_LUMBERMILL">
<Attribute Class="Improvement">IMPROVEMENT_LUMBERMILL</Attribute>
<Attribute Class="Era">ERA_ANCIENT,ERA_CLASSICAL,ERA_RENAISSANCE</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">bIsPartOfImprovement:1</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Attribute Class="Scalar">NIF:Art/Structures/Improvements/lumbermill/lumbermill.nif</Attribute>
<Attribute Class="Scalar">KFM:Art/Structures/Improvements/lumbermill/lumbermill.kfm</Attribute>
</ArtRef>
<ArtRef Name="goal:IMPROVEMENT_LUMBERMILL">
<Attribute Class="Improvement">IMPROVEMENT_LUMBERMILL</Attribute>
<Attribute Class="Era">ERA_INDUSTRIAL,ERA_MODERN,ERA_FUTURE</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Rotate>-45</Rotate>
<Attribute Class="Scalar">bIsPartOfImprovement:1</Attribute>
<Attribute Class="Scalar">NIF:Art/Structures/Improvements/Sawmill/Sawmill.nif</Attribute>
<Attribute Class="Scalar">KFM:Art/Structures/Improvements/Sawmill/workshop.kfm</Attribute>
</ArtRef>
.
.
.
<LProduction From="PLOT_ROOT">
<Attribute Class="Improvement">NO_IMPROVEMENT,IMPROVEMENT_ALL,!IMPROVEMENT_WATER_WORKED,!IMPROVEMENT_MINE,!IMPROVEMENT_LUMBERMILL,!IMPROVEMENT_PASTURE,!IMPROVEMENT_QUARRY,!IMPROVEMENT_WHALING_BOATS,!IMPROVEMENT_WINDMILL,!IMPROVEMENT_FORT</Attribute>
<To Name="Node_12x12"/>
</LProduction>
<LProduction From="PLOT_ROOT">
<Attribute Class="Improvement">IMPROVEMENT_MINE,IMPROVEMENT_LUMBERMILL,IMPROVEMENT_WINDMILL,IMPROVEMENT_FORT</Attribute>
<Attribute Class="Bonus">BONUS_ALL</Attribute>
<To Name="Node_12x12"/>
<To Name="Leaf_LandImprovement_4x4"/>
</LProduction>
<!-- *************************************************************************** -->

<LProduction From="PLOT_ROOT" Name="LandImprovementProd">
<Attribute Class="Improvement">IMPROVEMENT_MINE,IMPROVEMENT_LUMBERMILL,IMPROVEMENT_WINDMILL,IMPROVEMENT_FORT</Attribute>
<Attribute Class="Bonus">NO_BONUS</Attribute>
<Attribute Class="Scalar">bNotBFS:1</Attribute>
<To Name="Leaf_LandImprovement_4x4"/>
</LProduction>


Watermill

watermill_scr01_Dh4.jpg


Watermill It can work for example as modern/Industrial watermill. Animated - it uses watermills animations (when city is working on that plot - the will is rotating). Around 270 triangles model. 256x256 (model) and 128x128 (shadow) textures. The wheel is made by Firaxis
Screenshot
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Radar Station

radar01_231.jpg


Animated - the radar is rotating. Around 170 triangles model. 256x256 (model) and 128x128 (shadow) textures
Screenshot
Download

Toxic Dump - 01

radioactive00_86I.jpg


Toxic Dump in postapocalyptical version. Unique Building for Supermutants replacing Recykling Center ;). Around 160 triangles model. 256x256 (model) and 128x128 (shadow) textures.
Screenshot
Download

Sewage Treatment Plant

stp00_iXI.jpg


Sewage Treatment Plant. Around 280 triangles model. 256x256 (model) and 128x128 (shadow) textures
Screenshot
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Mass Transit (Highway)

autobahn00_33G.jpg


Mass Transit (Highway). Around 290 triangles model. 256x256 (model) texture
Screenshot
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Department Store (Asian)

scr00_94j.jpg


Department Store. It can work as modern (also industrial and or future) market fo Far East Civilizations. Around 350 triangles model. 256x256 (model) and 128x128 (shadow) textures.
Screenshot
Download

Chernobyl Nuclear Power Plant

scr00_g29.jpg


Chernobyl Nuclear Power Plant made in 22th Anniversary of this disaster. version with sarcophagus. Around 340 triangles model. 256x256 (model) and 128x128 (shadow + tower) textures.
Screenshot
Download

Factory - 02

scr00_98n.jpg


Factory. This one is freely based on PUREX in Hanford Site. 243 triangles model. 256x256 (model) and 128x128 (shadow) textures.
Screenshot
Download

Factory - 03

00_va3.jpg


Factory. Around 66 triangles model. 256x256 (model) and 128x128 (shadow) textures.
Screenshot
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Bank

scr00_h4F.jpg

Bank. It can work as industrial/modern bank for european/northamerican civilizations. Around 150 triangles model. 256x256 (model) and 128x128 (shadow) textures.
Screenshot
Download
 
Reserved in case if i would need this post.
 
Yeah i plan to make around 25 various industrial building - I'm not sure how much of them I'll finish, but if i would succesfull it'll contain many industrial buildings (offten culturally diversified) that can appear as buildings or improvments.
 
Good start. :goodjob:
I recommend creating culturally diversed buildings for other ethnicities first. ;)
 
I'll make some far east industry buildings - in the style like shale plant in civ.
 
Thank you :)
 
Lumbermill

sawmill_00scr_0I0.jpg


Lumbermill. It can work for example as modern lumbermill. Animated - it uses workshops animations (when city is working on that plot - from the chimney starts to smoke). Around 190 triangles model. 256x256 (model) and 128x128 (shadow) textures
Screenshot
Download

BTW Thx Chugginator for tips with material setup - the lumbermill doesn't look so dark in the game.
 
I'm thinking about making Water Mill (tough the water mill of firaxis looks even enough modern - we'll see) or foundry
 
Thx again :)

I started to work on water mill :) - I need to lower poly count but overal shape is ready (now it's time to prepare texture). I hope it'll be also good replacement in Industrial and Future era for 'Leonardo's da Vinci Style' ;) Water Mill.

What flavour do you use in game?

I think I could easle make european/north american water mill (the asian, african and arabian version would need significant changes in model)

North American version:
http://www.flickr.com/photos/willardspix/2382292127/sizes/l/
Spanish version (South european and greco roman???)
http://www.flickr.com/photos/peitolobo/2087294428/sizes/l/
German version
http://www.flickr.com/photos/bernie32/2275069833/
English version
http://www.flickr.com/photos/stevec77/2313544574/

As i said the model would be one
Just other bricks/stones/timber/roof in the texture

Does it has sense to spend on the time or just focus on european version (in this case english version is most generic, and the foto is CC license) and just make in the future asian and african version?
 
Well, I tried for the Ethnic Artstyles mod to have different plantation graphics for different artstyles, and I couldn't find a way to let it work. So I don't know if it's worth your time to create different artstyle types of watermills.
From the pictures you linked us to, the last one looks most like an Industrial/Modern era watermill.
 
I'm 90% sure it's possible to create flavour looking improvment - since it's possible to make different cottages for different flavours. But i need to check it out.

The model is ready - 266 triangles. It uses wheel made by Firaxis
millkv4.jpg
 
Well, I do hope you're succesful. Or perhaps I'm mixing up things and tried to have different graphics for different era's and not artstyles. Don't recall it that good.
 
different graphics for different era's are possible.

I'm sure - it's what's happening with improvments - for example windmill. I tried to make the samy thing with lumbermill and it worked :)
 
It's here (CIV4PlotLSystem.xml) for example:
<Attribute Class="Era">ERA_ANCIENT,ERA_CLASSICAL,ERA_RENAISSA NCE</Attribute>
<Attribute Class="Era">ERA_INDUSTRIAL,ERA_MODERN,ERA_FUTURE</Attribute>

and this could work for making flavour improvments (i didn't tested it tough):
<Attribute Class="ArtStyle">ARTSTYLE_EUROPEAN,ARTSTYLE_SOUTH_AMERICA,ARTSTYLE_MIDDLE_EAST,ARTSTYLE_BARBARIAN</Attribute>

I don't know if it's easy to add new artstyle, but i think it's possible to use different graphics for different artstyles.
 
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