Industry - Various buildings

Radar station *yoink!*... I needed this. Coincidence? I think not! Expect some special new functionality in an upcoming modcomp for this baby ;)

Awsome!!! Will this be a modcomp for building or improvment?
Personally i use it in 1939 as building that gives extra protection against air raids, but i'm courious what the new feature will be (it's always time to change the usage of model) :)

Btw, the Toxic Dump looks like a County Fair stall. "Come try Mom's delicious DDT Pies!"

:lol:
Delicious pies with green jelly :drool:

Hi Asio. Now I founded your radar station. I many time ago made station but your work is better. :)
You work in 3D max? I can see your station has two parts only: building and shadow. In Blender I can not make it by this way: animation in one part model... :(
Excellent work :thumbsup:

Thx :)

Trully, i thought it won't work or the animation will be corrupted. I imported to max space elvator - but there wasn't any animation setup or MD (it produce kfm files).

So I just made only one bone (the cube). Applied the skin to the model. I setuped that the bone would rotate only radar, without building. Animated (just rotating the bone 360 degrees and looping animations).

And than added addiotional plane for shadow wich isn't connected to bones or MD. I thought it won't work because when i animate unit everything needs to be one model (probably because of MD).

But it works well :)

EDIT

Probably i could merge both parts but it would make difficulties - i would need to have the texture of the shadow in one file with texture of the radar
 
After contaminated waste it's time for something stinky for your stinking cities :yuck:

Sewage Treatment Plant

stp00_iXI.jpg


Sewage Treatment Plant. Around 280 triangles model. 256x256 (model) and 128x128 (shadow) textures
Screenshot
Download
 
I have bad news for Woodelf. After years of loyal use of his sewage plant graphics, it will be dumped in the recycling plant. :( ;)

Do you think it would reasonably fit in a 2x2 leafnode, asio, or is a 3x3 leafnode better for the scale compared to city buildings?
 
These are all beautiful asio. (ironically for the sewage one too lol) Good job. :thumbsup:

Thank you :)

I have bad news for Woodelf. After years of loyal use of his sewage plant graphics, it will be dumped in the recycling plant. :( ;)

Do you think it would reasonably fit in a 2x2 leafnode, asio, or is a 3x3 leafnode better for the scale compared to city buildings?

I had feeling that i saw sewage treatment plant before. But i couldn't rember well. I needed this building so here it is :)

I used this settings for making screeshot (i suggest 3x3 :) ):

<BuildingArtInfo>
<Type>ART_DEF_BUILDING_SEWAGE SYSTEM</Type>
<LSystem>LSYSTEM_3x3</LSystem>
<bAnimated>0</bAnimated>
<fScale>1.90</fScale>
<fInterfaceScale>0.56</fInterfaceScale>
<NIF>Art/Structures/Buildings/Sewage_Treatment_Plant/Sewage_Treatment_Plant.nif</NIF>
<KFM/>
<Button>,Art/Interface/Buttons/Buildings/radar_station.dds,Art/Interface/Buttons/buildings_improvments_atlas_01.dds,6,2</Button>
</BuildingArtInfo>
 
Mmm, kinda disagree. Scale 1,5 on a 2x2 node works just fine for me. ;)
Sure, it isn't that visible then, but in my mod it appears in the Modern Era so it's in the middle of big buildings anyway.
 
Cool! :goodjob: Can't wait to steal merge it with my mod! :D

Ouch. ;)
The plans became a bit bigger now, I plan to use Next War building graphics to have future looking factories and such. And I guess a little rework on era-mixing city buildings might be implemented too. For the latter era's that is.

Sorry for the threadjack, asio. :)
 
Mmm, kinda disagree. Scale 1,5 on a 2x2 node works just fine for me. ;)
Sure, it isn't that visible then, but in my mod it appears in the Modern Era so it's in the middle of big buildings anyway.

Yeah they aren't offten visible

NP with the threadjack :)
And good idea with next war buildings. I plan to use some also.
 
Mass Transit (Higway)

autobahn00_33G.jpg


Mass Transit (Highway). Around 290 triangles model. 256x256 (model) texture
Screenshot
Download

I'm not fully happy with the effect - in the mountains sometime pasrts of the model dissapears :(
 
OK first preview
model has around 350 triangles :)

previewnz9.jpg
 
Great work with those buildings! :goodjob: I have used Factory and Sewage Treatment plant so far in RoM 2.0beta but I'm still missing graphics for many new building types so please, continue making these fabulous buildings ;)
 
I know this is a little out of place, but could you do models of the real Three Gorges Dam and the Kremlin? I'm getting annoyed at seeing Hoover Dam and Saint Basil's Cathedral being called the TGD and Kremlin, respectively.
And more on-topic, does anyone know how to implement the watermill correctly so that it shows up in Industrial Age and later? I don't know what BLeaf (or if it should be a GLeaf) I should put it under, and if there are any special parameters I need to input so that it's always on the river of the tile.
 
And more on-topic, does anyone know how to implement the watermill correctly so that it shows up in Industrial Age and later? I don't know what BLeaf (or if it should be a GLeaf) I should put it under, and if there are any special parameters I need to input so that it's always on the river of the tile.

I'm trying to figure it out too. I still have a few ideas to try out, but I'm not too optimistic.
Lack of an example is really a downer here. :(
 
Mass Transit (Higway)

autobahn00_33G.jpg


Mass Transit (Highway). Around 290 triangles model. 256x256 (model) texture
Screenshot
Download

I'm not fully happy with the effect - in the mountains sometime pasrts of the model dissapears :(

Nice texture and low poly count. :p Maybe you could make the building spawn closer to the city, to avoid the hills? Other than that, it's generally just a problem with CIV. :(

OK first preview
model has around 350 triangles :)

previewnz9.jpg

Very nice! :goodjob: Looks like there's more polys than there actually is, good effect. Really looking forward to the texture on this one. :goodjob:
 
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