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- Color mask dictates what parts of the texture can have color variation. Black = no variation, white = variation. A normally gray wall accompanied with the color mask texture where the wall areas are white will change the default gray texture into one of the different colors in an overlay effect. You can have for example a red tint on the wall but still see the detail in the painted diffuse texture. The intensity and color that is the result of the color mask depends also on what the original color of the area is.

And we will be able to specify a color to be applied in this "variation"... Could this be randomized ??
 
Oh and yeah, here's what I did (already posted in the beginner's thread).

Blender (yeah I know I hat the interface too) and photoshop.

7892391471332014110903C.jpg


BTW you said the illumination was only for day use as now (neone signs or so)... is there some info about when a night mode dlc (or update) will be available and about the differences in the models ??

I can not see every builder remaking all their previous stuff to adapt them to nightmode when it will be available (an it would be very sad to have buildings made without it not illuminate at night), would be better to have some info as soon as possible.
 
Ok so I think what the objection is that people don't want what we call in The Sims a "shopping list" of mods they have to go off and find before they can have install the downloaded house? On the other hand a lot - in fact most - of Sims players get very annoyed when they download custom content with houses they were not fully aware of. What would be good is if the house or whatever didn't actually come packaged with the stuff that was needed, but did notify the player "this item depends on: <list of items tagged with whether you already have them or not>" and offered to automatically download and install the listed items that you don't have from their original sites?
 
Ok so I think what the objection is that people don't want what we call in The Sims a "shopping list" of mods they have to go off and find before they can have install the downloaded house? On the other hand a lot - in fact most - of Sims players get very annoyed when they download custom content with houses they were not fully aware of. What would be good is if the house or whatever didn't actually come packaged with the stuff that was needed, but did notify the player "this item depends on: <list of items tagged with whether you already have them or not>" and offered to automatically download and install the listed items that you don't have from their original sites?

That's it. but with Simcity 4 it went much worse, sometimes you had to download a huge building you didn't want because the person who made the house you wanted included a tiny prop that was included in the building. And sometimes you had to download dependencies for dependencies for dependencies.

There's a subject more adapted to pursue this conversation http://forum.paradoxplaza.com/forum/showthread.php?836664-A-Friendly-Notice-to-Modders, let's stay on topic here ;)
 
I'm at 455 Triangles. The building fits perfectly in 2x2 tiles and leaves enough space for lot editing. (I probably will put the house on a 2 width, 3 deep configuration because well.. a nice backyard garden.
I wait with texturing because its hell and i want to be sure that the textures are matching with the game. There will be 8 more windows and 2 doors ( around 110 triangles), 2 solar panel beds (4 triangles) and a chimney (10 triangles).

If everything goes as planned, i'll end up with a building around 600 triangles. That's ok right?
I will use the lot editor to edit little props like hedges and fences in.
These buildings are "2 under one roof" buildings and holds 2 families.

OqZ3Lpq.jpg
 
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So again does it mean that buildings can only be 8 x 8 titles? How would you know the size of the tiles so you can proportion it in a modelling software like MAX?

With apartment like UnixRoot that are bigger then 8 x 8 can it be resize to fit? Or can you edit the size of tiles so you can have long apartments? Is this possible?

7000 triangles how many is that to polygons? I read you can have up to 10000 polygons. So if you had an apartment or house that is 5000 poly and have that as standard houses in the game will that work? The thing is perhaps the developer can make it so well not all the polygon are all shown at one time. So if you far away then they be less polygon to compute. That way perhaps we moders can built avg detail buildings? :) Like that nice apartment by Unix? Or that farmhouse and make it more detail?

Also just how detail should a premade 3D house or apartment should be for the game? What is everyone wanting? I like it if a house could sort be around 2000-5000 poly. And for monuments 10,000?
 
Still looking good, Ne0Que :)

DrJamesWhite, the lots are up to 4x4 tiles (by the explenation given by the artist at CO, any combination will work, such as 1x4, 2x2, 2x1, 4x3 etc). One tile is 8x8m. So 4x4 tiles is 32x32m.

I'm not familiar with Max and how to set up things there, but what I did was create a spline curve which is perfectly square, 4x4m. I made an array of it so I have a set of four tiles in both directions to guide me while I'm modeling or to help me scale the model to fit on the lot size I'm after. Check the images I've attached in the previous couple of pages.

Polygons is the general term for a 'face' which is made up by connecting three or more points (or vertexes, depending on the terminology of your software).
The artist at CO mentioned 10,000 triangles (triangular polygons). Basically, if you have a model with 5000 quad polygons (4 points to make up the polygon) and split them all to be triangles, you'll essentially be doubling the amount of polygons and you'll end up at 10,000.

However, OpenGL will read quads just fine. Triangles is preferred - quads is OK. Anything more (n-gons - polygons made up of more than four points), anything less - not allowed.
 
You know, there are an infinite amount of tutorials about modeling .. the big problem here is that 99% of those are for 'rendering' and only 1% (or less) for game development. At the end of most tutorials you end up with an extreme overhead of triangles. I wish someone who already did something like this could make a brief tut about a very very simple house, with normal mapping and maybe Ambient Occlusion included. Where the textures are from, how they'r made (photo? edited?). Just very very basic, maybe only a dog house with a window.

This allows people with little modeling experience to start getting productive. I've done a lot of tutorials myself but still finding myself in a maze of: "what to do first, how to structure things.. should I create the building all out of one mesh?" stuff.

(currently i create the buildings from one mesh.. i do not use cubes because then i have to remove all the faces inside all the time.)

Also, for example, i need to make a brick wall, when i take a photo of that wall, how can i make it a seam texture (so it keeps going).

+1, need specific tutorials >.>

I know how to model, texture, render... but that's not for games as they don't posses limitation... I'm eager to model some stuff now, but currently I'm just totally blind on the path.
I'm sure there is a way to get Sketchup into the work (that's the only one I familiar with tbh), versatile plugins will allow it to produce base models that can be later textured in various other 3D programs.
 
Still looking good, Ne0Que :)

DrJamesWhite, the lots are up to 4x4 tiles (by the explenation given by the artist at CO, any combination will work, such as 1x4, 2x2, 2x1, 4x3 etc). One tile is 8x8m. So 4x4 tiles is 32x32m.

I'm not familiar with Max and how to set up things there, but what I did was create a spline curve which is perfectly square, 4x4m. I made an array of it so I have a set of four tiles in both directions to guide me while I'm modeling or to help me scale the model to fit on the lot size I'm after. Check the images I've attached in the previous couple of pages.

Polygons is the general term for a 'face' which is made up by connecting three or more points (or vertexes, depending on the terminology of your software).
The artist at CO mentioned 10,000 triangles (triangular polygons). Basically, if you have a model with 5000 quad polygons (4 points to make up the polygon) and split them all to be triangles, you'll essentially be doubling the amount of polygons and you'll end up at 10,000.

However, OpenGL will read quads just fine. Triangles is preferred - quads is OK. Anything more (n-gons - polygons made up of more than four points), anything less - not allowed.
OlaHaldor is correct. However, while calculating the polygon amount is best done by calculating is triangles, you can still model the buildings using quads (polygons with 4 edges/vertices). Just remember to check from the software you are using that it shows the statistics in triangles since that is the number you need to keep in mind. And remember that 10 000 triangles are usually saved for massive, complex structures and very rarely to anything "mundane", if you will. So, using something like 3 000 to 4 000 triangles for a medium/large apartment building is quite good amount. Going past 5 000 triangles is a bit overkill.
 
the thing I don't see around is............. how about sunken structures? :mellow:
will that be possible for this game?

Probably depends on whether there is terrain cutout masking available. Can you see down the steps of the metro stations? If so, there is cutout ability (tho whether we can access it or not in our custom content is another matter)
 
I think, from release, the lot editor should have a build-in triangle counter check. For example, you should be able to import any model. No problem, but on saving the lot editor should count the amount of triangles in the 'building'. Of course, only for growable buildings. Set the limit for the 'triangle check' spacious. Maybe set the warning limit to 500 triangles per zone tile. Multiply that number by the amount of tiles. If the amount of triangles of the building exceeds that number. throw a warning. Don't block the saving proces.. allow the modder still to save it, but at least, now he knows he needs to take a look at the model to optimize it. This will prevent people from uploading mods that are killing the downloaders computer.

when you search for mods, the library should show this kind of technical information.. or at least information how 'heavy' it is for the game to run.

Yeah. I understand that i have to model low-poly buildings now, but beginners may create very nice high-poly buildings, import them into the lot editor.. and put it online for download without any check of 'warning' given: the user will not know what mod caused the impact on performance.
 
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I think, from release, the lot editor should have a build-in triangle counter check. For example, you should be able to import any model. No problem, but on saving the lot editor should count the amount of triangles.
Set the limits spacious. If you want to have a 1000 triangles limit for general 2x2 low residential buildings. Make that limit 1500 and if the amount of triangles of the imported 'building' is bigger than that number, throw a warning. This will prevent people from uploading mods that are killing your computer.

I'd not actually stop it, but would mark the lot in some way so as to give warning to downloaders.
 
Thats what i meant ;D Do not stop the saving process but give a warning and in the library users will see the warning too. Talking about the 'library'. I really hope it is well organized. I don't want to end up with a mess as in Simcity 4.