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WillieTheWolf

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Here's what I've been working on atm between uni: Working bus port. The building is classed as a monument (used colossal office as template) and is a workplace (the rectangular building built above the port to the right), and sit next to the busport entrance and urban orchard (again above port, to the left)

5PpVfW0.jpg


Won't be available for another 2 months coz i have no time to learn how to UV Map! :( same goes for all my models oh well, I will have 2 months off to do heaps then!

Is it fully functional as bus port? I wanted to make one and I would like to know how did you do it.
 

MishkaHD

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I'm creating a power station! It's fairly large, but it will attempt to rebalance nonrenewables a bit:

Powerstation.jpg


I don't have an agenda or anything, but in the game there's basically no reason to ever use coal or oil, and some people like industrial hellscapes. So, smokestacks!
 

Bipin

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I figure that we could use some realistic industrial structures. I also want to exploit the fact that there's an eye-level camera mod to emulate first person view and create structures designed to be viewed at such a perspective:

8afcd25076c5bdf95b8a7a0070bcf8372551bcbc90.png


8afcd2507695d80cfa493ac19ed417fd923719e293.png


When all is said and done, this will probably end up as one of several buildings in a refinery complex or steel foundry. I've reduced the number of faces quite a bit, while still retaining a good amount of detail. Currently this model is just over 3,500 poly. Enjoy!
 

Dale

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Currently working on a map for Halls Gap in the Grampians, a few hours drive to the west of Melbourne.

Looking towards Halls Gap:
attachment.php


From the Pinnacle (Nerve Tester as the locals call it) looking towards Stawell (not on map):
attachment.php
 

BadPeanut

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Is it fully functional as bus port? I wanted to make one and I would like to know how did you do it.

yeah it works because I've built a road and path system like this:

f4OMPd1.jpg


The agents use the path/elevated paths as a concourse to get to each bus stop.

and then when i built the asset, i imported the model into a 1x13 plot, under the colossal office template, so the asset acts as a place of work, and the functionality of the busport is derived from the placement of bus stops on the above roads.

NbiZdyd.jpg

[image shows asset in 1x13 plot, whilst model extends beyond, creating the illusion of the busport]

the model doesn't exist for collision outside the 1x13 plot so the agents can walk through the walls along the elevated pathways, making it look like they're going through doors.

this is the only way i can think of doing this without someone recoding something. if you place roads within an asset you can't plop bus stops on them, so the stops had to be outside the asset plot.