Lordfly Digeridoo
Prim Orchestrator
Join date: 21 Jul 2003
Posts: 3,628
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07-16-2006 11:50
Finally had some time to get some pics taken. Tokachi City is the new sim for NinjaWeasel Studios, and my first full-sim development project. It took a ton of work, went through a few redesigns, and more, but it finally opened a few weeks ago. I haven't had time to post pics of the place until now. I'd put them in the forums but they're kinda huge. It's probably best just to hit up my website directly and watch Wordpress cry as it renders the huge images.  Anyhow, enjoy. The sim is actually open for everyone to explore (just search in the map for "tokachi" and you should find it), in case you wanted to explore. I'm very proud of this sim, can you tell? 
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Traxx Hathor
Architect
Join date: 11 Oct 2004
Posts: 422
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07-17-2006 19:41
From: Lordfly Digeridoo ...huge...  Glad you're developing sims now, LF. Naturally I like the monumentality of the buildings -- no surprise there. : ) Your system of piers and arcading for the clock tower is appropriate for its mass and height. Isn't it nuisancey trying to get a torus to fit exactly inside a circular hollow to give a finished look to the arch? I got so annoyed at this problem a few sims back that I didn't use tori on the Miramare civic building's gothic arches, but your gothic arches on the cathedral are an interesting experiment in that method of getting a finished look. You might want to try experimenting with a cornice system to balance the structures that make the base of your buildings look solid and interesting. Juro's new store has a good set of proportions, including the cornice, although the scale and intent are different. I don't understand why people like to bash monumentality. It's good clean fun! A friend who shares my interest in residential design in RL (amateurs -- both of us!) passed me a book by a residential architect who decries large subdivision houses, and argues that the spacious rooms in typical upscale new construction are bad for several reasons. The reason with which I *strongly* disagree is that large spaces supposedly don't have a pleasant feel for visitors and occupants, who are said to prefer more 'human-scale' spaces. Pththth. My own experience includes nuking the floor between upstairs and downstairs rooms to get a double height volume like the feeling of standing under the tall trees outside the windows. Vast improvement. Surely that residential architect can't be saying that the experience of standing in a forest glade with tall trees is uncomfortable compared to standing in a glade with more 'human-scaled' trees. Grrr!
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Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
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07-17-2006 23:14
From: Traxx Hathor Isn't it nuisancey trying to get a torus to fit exactly inside a circular hollow to give a finished look to the arch? This problem is solvable using algebra. I'm not sure I'll be able to get online this week (hotel here doesn't seem to have the right ports open  ), but if you're interested I can throw you my collection of tori fitting inside of circular hollow arches. I think I have pretty much all possible solutions up to scaling things.
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Caroline Apollo
Lo Lo
Join date: 23 Oct 2003
Posts: 288
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07-18-2006 15:59
Looks great, LF. I love the openness of the cathedral and the arches especially
[subliminal]I need new towers in Miramare[/subliminal]
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Traxx Hathor
Architect
Join date: 11 Oct 2004
Posts: 422
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07-18-2006 16:00
Much appreciated, Seifert. It's quite possible that I'm making a bad choice of which parameters to vary in my attempt to get perfect joints, and should rebuild the sub-assembly.
The original problem was to get three curved prims to line the interior surfaces of a large roman arch to give it a more polished appearance. The torus must not only mask the blockyness of the cylindrical hollow forming the arch but also mate with the cylinders that are masking the blocky edges of the box prims used as 'loadbearing' vertical piers.
Looking at that joint where my cut torus meets the end of a cylinder I notice that the two profile/cross-sectional curves are a bit different. Attempts to vary the curvature of one or the other prims fail to make a good match because the segmentation of each curve into straight lines follows a different pattern.
EDITED TO ADD: re-reading this it sure looks like an unintentional hijack of your thread, LF! A couple of people with related projects joined in my prim terrain thread, which made it more interesting, but apologies if you're not looking for this related technical discussion.
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jrrdraco Oe
Insanity Fair
Join date: 28 Oct 2005
Posts: 372
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07-18-2006 16:39
I had visited the Tokachi city a few days ago, actually. I liked very much the building design and all, didn“t know it was LF work, I thought it was made by NWS. I will have to go back there and see more details of the buildings
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Seagel Neville
Far East User
Join date: 2 Jan 2005
Posts: 1,476
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07-18-2006 18:52
Yeah, looks good. But I expected this kind of scenery when I heard Tokachi. 
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 Seagel Neville 
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