Subject:
|
Re: new site on converting LDraw buildings to Sim City 3000 Unlimited Building Architecht Plus
|
Newsgroups:
|
lugnet.cad.dat.models
|
Date:
|
Mon, 3 Sep 2001 08:30:05 GMT
|
Viewed:
|
957 times
|
| |
| |
Nope. There's no way of getting at those roads & utilities. And, you're
right. There are different resolution images of those roads and utilities,
depending on which zoom you're using.
Right now I'm looking at an open source clone of Sim City.
They're available at:
http://thecity.sourceforge.net
They're stil in dev. So, now might be the right time to bug them about
letting you have access to their "off-limits" building files.
Good luck to ya' !
Mike
In lugnet.cad.dat.models, Kyle D. Jackson writes:
> In lugnet.cad.dat.models, Michael Horvath writes:
> > Yeah, before they updated their website it was easy to find all this stuff.
> > I admit their website is better now, but some of the old content is now
> > obscure or, I suspect, nonexistent.
>
> G'day Mike,
>
> Yeah, I finally started using their Site Map yesterday to find things.
> Originally I was worried it was for the entire EA world, but it's
> just for the SimCity site. It's about the best way to get around
> there now IMHO. Using it I was able to find that SC3K_URK is
> grouped with BAP. The only active in-line link to it from normal
> web browsing seemed to be from the School Design Contest page.
>
> So anyhow, before you replied I spent yesterday mucking around
> with URK. Not for the "LEGO interface" but just to figure out
> how it worked. I decompiled some existing buildings into images
> and then built them back again to get familiar with it. I also
> looked at the templates to understand what they did. They're
> the same layout as many other games used, notably CivII (and I
> believe SMAC), except for .BMP vs .GIF I think.
>
> So then I jumped on the bandwagon and made my very first custom
> landmark! No, it wasn't LEGO. You can see the results here:
> http://www3.sympatico.ca/flightdeck/Share/SimCity/
> (WARNING! Some of the images are over 300 kB.)
>
> That's my true Canadian landmark! Hehe, there's no torch,
> but eat yer heart out NYC! ;] The helicopter in one of the
> images was a nice touch. Also be sure to read the news ticker
> in one of them.
>
> So this amusing little exercise not only beautified my skyline
> but taught me the ins and outs of using Photoshop and the
> templates to make buildings. Combined with your advice for
> angles and scales, I think I can toss some buildings into it
> now. Hmmm, I'm already imagining a Classic Space city...
>
> I wonder if there's a hack yet to editing the vehicles, roads,
> etc? It really bugs me that those items are high resolution
> whereas the buildings look like crap at the closest zoom level.
>
>
> > dimensions. If you want my advice, 1 baseplatewidth in ldraw should equal
> > one tilewidth in SimCity. I came to this conclusion by comparing the school
> > bus and pedestrian size to minifigs and ldraw vehicles. The scale seemed to
> > match pretty well.
>
> That makes sense. That way small buildings will occupy one game
> tile just like the game buildings. Also I read on SC3000.com that
> roughly 25 squares equals 1 mile, if you want to give it a
> real-world perspective.
>
>
> > Also, you'll find that when you render an image in
> > povray, the baseplate will have a height equal to one tile. You don't want
> > this, so erase any indication of baseplate height from the rendered bitmap
> > in your favorite image editing utility. This insures that all your
> > buildings will line up correctly, without looking out of place.
>
> I suppose it depends on the look you're after. If you want the LEGO
> buildings to look like they were just set on the ground like toys,
> then I guess this could be left in. But I think the way I would
> handle taking it out would be to raise a floor plane 1 tile in
> L3P so it clips off the baseplate thickness. Then I guess the
> floor would have to be non-reflective so it comes out as one
> solid colour, which I can then magic-wand delete in Photoshop.
> Hmmm, I'll have to fiddle with it some more.
>
>
> > There used to be a bit more detailed tutorial on creating renderings for
> > import into SC3K on the SimCity website. But, since their website overhaul
> > I have been unable to find this information. It dealt with setting the
> > correct angles for lighting, light source intensity, and some other stuff I
> > can't remember. Don't worry about that, though. L3p's default settings
> > look just fine.
>
> The only guidelines I found were in the URK readme file. It advises
> lighting direction for each view of the building, but that's about
> it.
>
>
> > That's about it. Good luck!
>
> Thanx for all the help, Mike! Let me know if you want the file
> for my "landmark" above and I'll put it in my webspace..., it's
> still on my Win98 partition right now.
>
> Say, if we make enough of these, we should start a SimCity LEGO
> building exchange. You've got 2 up already..., comments?
>
> Thanx,
> KDJ
> _______________________________________
> LUGNETer #203, Windsor, Ontario, Canada
|
|
Message is in Reply To:
7 Messages in This Thread:
- Entire Thread on One Page:
- Nested:
All | Brief | Compact | Dots
Linear:
All | Brief | Compact
|
|
|
|