1930's Metropolis Scene

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Re: 1930's Metropolis Scene

Unread postby jpetersjr » Sat Apr 20, 2013 8:15 pm

Funny, I offered to build some skyscrapers for RCAP and they told me that they were't accepting any new modelers and didn't want any donations I offered them.


If they wanted any, I would build them a couple more modern skyscrapers and hand them over to them, but they don't want to accept anything from me at this time??
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Re: 1930's Metropolis Scene

Unread postby PapaXpress » Sun Apr 21, 2013 12:22 am

To the best of my knowledge RCAP has no skyscrapers.

JP, I still have that lighting tutorial in 'draft'. I will finish it, I just don't know when.
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Re: 1930's Metropolis Scene

Unread postby jpetersjr » Sun Apr 21, 2013 9:51 am

I really would like to be able to work the lights on as soon as possible, do you know of any other tutorial or forum post anywhere on how to do this.

Also, is it possible to have lights that actually flash and change color, or at least a flashing red light at the very top.
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Re: 1930's Metropolis Scene

Unread postby CSX2057 » Sun Apr 21, 2013 1:01 pm

I would love to install those lights for you. It looks soo much fun! No need to pay me !*roll-laugh*!. I don't mind doing it! I got alot of times on my hands. Yea changing colors for the lights would be suitable for the buildings.
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Re: 1930's Metropolis Scene

Unread postby PapaXpress » Sun Apr 21, 2013 6:22 pm

mdurdan wrote:Cant you just add a box as a child in the blue print editor and replace it with a shader once in game? !*don-know!*


no.
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Re: 1930's Metropolis Scene

Unread postby jpetersjr » Sun Apr 21, 2013 7:39 pm

CSX2057 wrote:I would love to install those lights for you. It looks soo much fun! No need to pay me !*roll-laugh*!. I don't mind doing it! I got alot of times on my hands. Yea changing colors for the lights would be suitable for the buildings.



I really don't want to burden the user by having it so they have to put lights on every single building every time they use them. So at some point I want to make it where the lights appear on the building automatically.
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Re: 1930's Metropolis Scene

Unread postby CSX2057 » Mon Apr 22, 2013 4:56 pm

I agree. Putting lights takes alot of time and effort. Just need the right amount of lighting, colors and should be perfect. There's gata be a way to put them into the program first then into the simulator. RCAP should know how to do it but idk where to contact them.
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Re: 1930's Metropolis Scene

Unread postby PapaXpress » Mon Apr 22, 2013 5:19 pm

CSX2057 wrote:I agree. Putting lights takes alot of time and effort. Just need the right amount of lighting, colors and should be perfect. There's gata be a way to put them into the program first then into the simulator. RCAP should know how to do it but idk where to contact them.


putting RCAP aside since there are many talented people here...

What do you mean by

CSX2057 wrote:... be a way to put them into the program first then into the simulator.
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Re: 1930's Metropolis Scene

Unread postby CSX2057 » Mon Apr 22, 2013 5:59 pm

Well since we all installed RCAP, they've been putting lights on the buildings like a Hotel or Motel for instance and I'm trying to figure out what software do I need to add them onto JPeter's skyscrapers if there is any. I would like to do that.
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Re: 1930's Metropolis Scene

Unread postby jpetersjr » Mon Apr 22, 2013 6:27 pm

CSX2057 wrote:Well since we all installed RCAP, they've been putting lights on the buildings like a Hotel or Motel for instance and I'm trying to figure out what software do I need to add them onto JPeter's skyscrapers if there is any. I would like to do that.


I would have to first add the child object, and then add the lighting effect in the blueprint, haven't got the slightest clue at how that's done though, it's not done in 3D Crafter.

Also, the reference photo again, this time I'm building the other building.
2 Skyscrapers.jpg


The model so far.
Downtown Metropolis Skyscraper 2 Progress 1.jpg
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Re: 1930's Metropolis Scene

Unread postby jpetersjr » Mon Apr 22, 2013 8:35 pm

CSX2057 wrote:More skyscrapers means more lights to put on. Wonder how they attach lights into those buildings then put it into the sims. I've seen a lot from rcap.



Defiantly, I can assure you that there are a lot more skyscrapers coming, a lot. Will be able to make the big city part of your route look like a real metropolis.
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Re: 1930's Metropolis Scene

Unread postby CSX2057 » Mon Apr 22, 2013 8:54 pm

jpetersjr wrote:
CSX2057 wrote:More skyscrapers means more lights to put on. Wonder how they attach lights into those buildings then put it into the sims. I've seen a lot from rcap.



Defiantly, I can assure you that there are a lot more skyscrapers coming, a lot. Will be able to make the big city part of your route look like a real metropolis.


Sounds good! Its going great but one thing I have to be careful I can't put to many lights. I am using using Rcap Spot light. Its the only light I can use to keep it bright and nicely detailed from a long distance. The problem is when I put other spot lights next to other skyscrapers they brighten half of the section. I have to keep it minimal as possible. 2 skyscraper I had to move because 2 of them were lighting each other.
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Re: 1930's Metropolis Scene

Unread postby jpetersjr » Mon Apr 22, 2013 9:12 pm

CSX2057 wrote:


Sounds good! Its going great but one thing I have to be careful I can't put to many lights. I am using using Rcap Spot light. Its the only light I can use to keep it bright and nicely detailed from a long distance. The problem is when I put other spot lights next to other skyscrapers they brighten half of the section. I have to keep it minimal as possible. 2 skyscraper I had to move because 2 of them were lighting each other.[/quote]


It's actually normal in a big city to have a light shining on two objects, such as buildings. Like they say the city never sleeps and it's always lit up plain as day some times.

By the way, here's some more progress on the model, I have to say that it's coming out great, looks almost exactly like the real version did.

Downtown Metropolis Skyscraper 2 Progress 2.jpg


Also you would usually see the biggest buildings in a big city spread apart and with smaller buildings usually in between. You usually don't have two colossal skyscrapers standing right beside each other, and usually smaller city buildings don't have very many spotlights, if anything very few. It's usually only the pillar towers that have a lot of spotlights, (hence buildings with ledges designed into the walls. Also, you might ask what a pillar tower is, it's a building much like some of my newer buildings that were a little more complex designed.)
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Re: 1930's Metropolis Scene

Unread postby CSX2057 » Mon Apr 22, 2013 9:21 pm

Ahh that make perfect sense. Well I'll see how far I can go with more skyscrapers. I'm gonna figure out where the Apartments will be. Just don't know where.
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Re: 1930's Metropolis Scene

Unread postby PapaXpress » Mon Apr 22, 2013 10:55 pm

JP it really depends on what you want to do. If you just want the sides lit up, then all you need to do is add the RCAP v1 light emitters (like Shop_Light.bin or Spot_light.bin) as children to your model and adjust the direction they are shining.

CSX2057, if you want to learn about adding child objects I did write up a post about it long ago, but people found it hard to follow.
http://thegradecrossing.blogspot.com/20 ... ldren.html
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