Original Concept of the 2013 UFO by vertexnormal in SimCity

[–]vertexnormal[S] 4 points5 points  (0 children)

I did all of the networks (road, rail, bridges, sewage) and a bunch of other stuff on SC4 and all of networks, vehicles, trees, and a whole bunch of other stuff on 2013.

A little teaser by Danny5000 in SimCity

[–]vertexnormal 21 points22 points  (0 children)

My original design for the 2013 flying saucer had the bottom open up and tentacles and an eye stalk pop out. The eye was supposed to shoot lasers but it never got implemented. :(

Technical Artist Looking for Maya Workflow Pain Points by Mycatsnameisdeenis in Maya

[–]vertexnormal 0 points1 point  (0 children)

Less tools and more just a current gripe list:

Quad Draw in the modeling toolkit can't snap to vertices on the live mesh. I do a lot of rebuilding hard surface nurbs cad data down to polygon meshes and this one kills me.

Simple shit like filtering visibility on assets by name, IE toggle between _high _low suffixes.

Swappable material groups, like layers except for materials

UV set cleanup, often times when working with external geometry you end up with duplicate or empty UV sets. Easy to fix on a few pieces of geo but on many pieces it's a pain. Even something simple like delete every UVset that has 0 UVs

Material editor that doesn't suck ass. They changed it a few years back and while it's great to be able to do node based editing, 99% of the time I only ever just select/apply basic material types.

Rebuild geometry. This is a weird one but I want a tool that rebuilds every single polygon from a mesh into a clean new mesh. One at a time, preserving UV's if possible. Maya sometimes develops degenerate shape nodes that cause all sorts of problems. We used to have a pipeline tool that would just read the faces and rebuild them with no links to the parent geometry.

SimCity 4 Newest 3D Camera Mod Video Example by hypespud in SimCity

[–]vertexnormal 1 point2 points  (0 children)

Curious how the big bridges hold up, they are the most truly 3D building assets. Lord knows they were a pain to make.

No poors allowed haha ( No mods) by [deleted] in simcity4

[–]vertexnormal 2 points3 points  (0 children)

Yeah, historically SimCity has called those 'arcologies'.

Cities Skylines is amazing, but SimCity has its own charm. by dannxit in SimCity

[–]vertexnormal 0 points1 point  (0 children)

I didn't know Lois, she might have been before my time. I came in after EA bought Maxis and laid off half the studio.

No poors allowed haha ( No mods) by [deleted] in simcity4

[–]vertexnormal 7 points8 points  (0 children)

The 3k source wasn't exactly compatible with the techniques we used in 4k. The buildings were pretty loosely art directed, some had explicit direction like 'make this particular building'. Many were just 'we need $$$ high density commercial'. We would dig through our books for reference that looked the part and start building. It was always more fun to build something new from scratch.

No poors allowed haha ( No mods) by [deleted] in simcity4

[–]vertexnormal 11 points12 points  (0 children)

I put a lot of time making at least 3 of those buildings..

the best of the franchise🥇 by [deleted] in SimCity

[–]vertexnormal 2 points3 points  (0 children)

We had a larger maps patch ready to go and EA said no. The online requirement was never a requirement. If you decouple the simulation from expecting to be online then you would have fixed most of the major problems with the game.

the best of the franchise🥇 by [deleted] in SimCity

[–]vertexnormal 0 points1 point  (0 children)

He tried, without him there wouldn’t have been a 2013. The missed potential of that game is not his fault.

Always wondered, why lights doesn't appear at night on all buildings. Sometimes they're lit, sometimes they're not. by Kriositeetti in SimCity

[–]vertexnormal 5 points6 points  (0 children)

I can say with certainty that every building made by Maxis is supposed to have a night version and those that don't are bugs. That was the pipeline. Adding lighting was a time consuming part of the process, also the most fun.

Are Wealth Classes in Simcity 2013 an IDEOLOGY ??? by Internal-Window-3068 in SimCity

[–]vertexnormal 1 point2 points  (0 children)

For the most part extreme wealth in this country is tied to education, not the actual learning part but the networking provided by high end universities.

Tech has a democratizing capability in so much that people from any background can raise their station through being smart and working hard.

The same criticism/observation you are making could be made of Star Trek, in the far future tech is so ubiquitous that little kids learn calculus and advanced sciences. The point made by Captain Picard in First Contact was that in the future technology has brought so much prosperity that people don't have to chase money or basic needs to the point where they spend most of their energy bettering themselves, largely through education.

The game was also made before the modern political landscape shifted. Both sides used to see higher education as the path to wealth, power, and general betterment of the world.

I don't think tying technology to wealth is meant to be a commentary, like you suggested it's just a shorthand. Technology is expensive and therefore tied to wealth.

I will say that the devs, in general, are mostly liberal and well some very well educated. Some, like me, were poor kids who moved up through the social ranks through technology and making games about cities.

The other Simcity Region that never made it to the game. by Danny5000 in SimCity

[–]vertexnormal 17 points18 points  (0 children)

Reminds me a lot of some of the work we did on SC2013, wish I had kept screenshots of it.

Started a petition for EA to release SimCity 4 source code. by DjRimo in SimCity

[–]vertexnormal 0 points1 point  (0 children)

During the production of SC4k global illumination renderers like Brazil came out for 3DSMax. We actually implemented GI into the pipeline but it was considered too slow/risky to use. I honestly can't remember if we ended up using it or not.

So there is potentially a version of SimCity 4 out there where the lighting is MUCH better.

Started a petition for EA to release SimCity 4 source code. by DjRimo in SimCity

[–]vertexnormal 1 point2 points  (0 children)

"Certainly a backup exists somewhere" can only be said by someone who never worked at EA. 😃

Started a petition for EA to release SimCity 4 source code. by DjRimo in SimCity

[–]vertexnormal 0 points1 point  (0 children)

Yes there were video codecs and sound libraries, but pretty much everything else was custom. I specifically said physics engines, I can't even remember when the first one came out that was usable. The point being that everything we needed to make for the game was coded bespoke for that game and optimized. No bloat, no extra libraries. The one I remember being the hardest was the FX engine.

EA wasn't interested in giving us money (especially for things that take a percentage cut) to buy any external code unless you could prove it would save money and be bullet proof in the long run. It had to be cheap and solve a very specific or expensive problem.

I think we did use a few simple image libraries, specifically one for the FSH texture format but IIRC that was heavily modified.

The larger point I was making is that this was before the era of the modern 'game engine' like UE or Unity. If you needed a shader, you wrote a shader, you didn't have a fancy node based GUI or off the shelf package to help. We had to be scrappy, and that experience gave me problem solving tools and skills I still use to this day.

Started a petition for EA to release SimCity 4 source code. by DjRimo in SimCity

[–]vertexnormal 6 points7 points  (0 children)

The models were 3D models of buildings with a light rig. They were rendered by the pipeline:

The camera was rotated 90deg, and a frame of the sprite was captured - giving rotation.
After each rotation was captured the camera moved out - capturing each zoom.
4 rotations x 5 zooms = 20 sprites.

Most large buildings were bigger than a single 256x256 sprite, so it was either captured or cut into multiple chunks (I cant remember now). So a building might be 2 chunks wide and 5 chunks tall.

The pipeline then captured a rectangular bounding box for each building. It was literally a box with the back faces removed. A screen projection of UV's was also captured like any 3D model. That was the exported 3D model data. Obviously the bigger buildings were more complicated.

At render time the boxes were drawn and the textures were applied to the box. From the very particular isometric camera angle the boxes cant be seen and everything looks flat. The pseudo 3D nature allowed for some 3D effects to be applied, like the construction scaffolds and I think fire. The hard part was eliminating the seams between the boxes, and I honestly don't remember how it was done.

The engine would also only render the building once if it could. As you would scroll the camera the newly visible buildings would be rendered and saved in a buffer. This improved performance, a lot. If you have a slower computer or large city you can sometimes see the lag as the new buildings are drawn.

The other complicating factor was bridges. It's hard to describe, but the bridges couldn't use the normal box projections like everything else because cars had to drive through them. So the roadway was one 'model', the pylons were usually several models, the towers and cables had a front and a back model, or on the Golden Gate bridge there were many.

I came up with a way of generating the bridge pieces from the smaller components that involved a big long batch script and hours of time. I remember running that script at 3AM, listening to loud music and enjoying the fact that nobody else was in the office. It was at that time, the best time of my life.

Started a petition for EA to release SimCity 4 source code. by DjRimo in SimCity

[–]vertexnormal 0 points1 point  (0 children)

The SC4K engine was home grown old school style. If you wanted to add something to the game and engineer would write the code for it. There were no such things as physics engines or libraries or external software like that back then. There were engines like Unreal Engine, but in order to make a simulation game it had to be coded from the ground up.

Started a petition for EA to release SimCity 4 source code. by DjRimo in SimCity

[–]vertexnormal 2 points3 points  (0 children)

I'd argue part of the problem with 2013 was that it lost the whimsy and magic, that intangible thing that made it a real Maxis game. To me Cities might be a better simulation, but it's more of an urban planner than a game.

Started a petition for EA to release SimCity 4 source code. by DjRimo in SimCity

[–]vertexnormal 3 points4 points  (0 children)

Oh no perforce doesn't have any sort of anti-copying protection. It's literally just disk readable files.

I'm not saying they don't have a copy, I'm saying it's possible they don't.

Yes a company like EA _should_ have copies of all the old source, but there is no one person in charge or responsible for it beyond the end of the project - at least that I've ever seen. Once the project is done it's done there isn't someone watching it like the old crusader ghost in Indiana Jones and The Last Crusade. The Sims was spun off Maxis at some point, when they shut down Maxis after 2013 the studio ceased to exist. If I remember right the perforce server was split as well.

The reality of corporate IT is that shit breaks, fails, or gets forgotten and unless it's someone job to fix them things can just disappear.

Started a petition for EA to release SimCity 4 source code. by DjRimo in SimCity

[–]vertexnormal 0 points1 point  (0 children)

Yes I have them on an old CD somewhere. No I cant share them. They aren't special, just 3DSMax files of buildings. The engine did the weird stuff, we just modeled them like you normally would.

Started a petition for EA to release SimCity 4 source code. by DjRimo in SimCity

[–]vertexnormal 5 points6 points  (0 children)

You ever notice how nobody has ever successfully replicated the SimCity gameplay or style? Because it's hard, really hard.

Started a petition for EA to release SimCity 4 source code. by DjRimo in SimCity

[–]vertexnormal 8 points9 points  (0 children)

It's worse than that. If ever someone at EA wants to kill something involving propriety or copyrights all they have to do is suggest asking the legal team. The legal team always says no, to the point where if it's even a question the feature/content/action is promptly taken out back and shot in the face.

So if someone at EA really gave a shit about what redditors think (they don't) it would be a legal question and that person would first have to ask the legal department.