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Messages - HappyPizza64

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1
Buildings / Re: Dundrum Town Centre - Glass Otis Lifts
« on: December 07, 2024, 04:36:25 pm »
You're more than welcome. When this does eventually come out, will it come with its own data and textures or will it be able to use ones that currently exist?
Each lift will have its own set of sounds and textures, as I want to try to make them as accurate as possible to real life. For example, each of the 4 lifts have a slightly different motor sound and each have slightly different sounding voice units.

2
Buildings / Re: Dundrum Town Centre - Glass Otis Lifts
« on: December 06, 2024, 02:51:57 pm »
I certainly hope your surgery went well, and I hope that we'll eventually get to see progress resume on this. This looks like it could become a wonderful creation.
Thank you for the kind words. I'm hoping to resume progress in the new year, as that's when our slack period in the shopping centre will be.

3
Buildings / Re: Dundrum Town Centre - Glass Otis Lifts
« on: June 19, 2024, 05:30:33 pm »
Wednesday 19th June 2024
Unfortunately I have no progress updates regarding the building at the moment, however I can assure I will still be working on it.  I am recovering from a recent surgery and it prevents me from sitting at my desk for long periods of time, and I will be going on holidays soon enough.  If you have any questions, queries or suggestions, please feel free to let me know!

4
General Discussion / Re: How do you plan out your buildings?
« on: May 17, 2024, 11:34:51 am »
With real-life building and lift recreations, I gather references through a series of viewpoints and perspectives while also using the "look inside" feature of Google Street View.  Once I begin coding, to put it simply I trial and test different measurements to see which is most accurate until I get the one that looks best.
I don't really make fictional buildings, however I would probably use software that has an orthographic projection feature so I could put see exactly how everything would plan out.

In context of layouts of BLD files, similar to other developers I plan out the different stages.  As an example, here is the top of my building currently in development:
Code: [Select]
#Dundrum Town Centre - Glass Lifts

#Layout

#1.  Globals.
#2.  Textures.
#3.  Floor specification.
#4.  Stage 1 - Building elements part A
#5.  Stage 2 - Lifts 1 and 2
#6.  Stage 3 - Lifts 3 and 4
#7.  Stage 4 - Lift machine rooms
#8.  Stage 5 - Building elements part B

5
Buildings / Re: Dundrum Town Centre - Glass Otis Lifts
« on: May 10, 2024, 04:28:03 pm »
Looking good so far!
Thank you!

Friday 10th of May 2024

The Level 1 entrance has progressed further and now has all elements except the rainshelter and roof.  Soon I hope to begin creating the lifts themselves once these elements are put in place.

6
Buildings / Re: Dundrum Town Centre - Glass Otis Lifts
« on: May 07, 2024, 09:27:13 am »
Tuesday 7th of May 2024
Apologies for the extreme silence on this project.  My job has been very busy lately and my medical condition has somewhat worsened.

The level 1 glass entrance is mostly complete, just requiring a rain shelter and the doors to be implemented.  Please note that most of the textures here are temporary and are subject to change.


Soon I hope to begin the atrium areas inside the building then begin the lift shaft for the first set of glass lifts.

7
Buildings / Re: Dundrum Town Centre - Glass Otis Lifts
« on: March 17, 2024, 06:12:17 pm »
Sunday 17th of March 2024
Apologies for the lack of progress on this project so far.  Unfortunately, my job has become insanely busy lately and I have not had much time to code for Skyscraper.  However, I have begun to construct the Level 1 entrance to the small area where the glass lifts will be placed.  These textures are temporary and will likely be changed later.  More supports will also come for the pillars; and walls and a ceiling will be added.


8
Buildings / Dundrum Town Centre - Glass Otis Lifts
« on: February 24, 2024, 05:09:07 pm »
Dundrum Town Centre - Glass Otis Lifts

Brief Summary
     Dundrum Town Centre (often referred to colloquially as simply "Dundrum") is Ireland's largest shopping centre.  Spanning 3 main levels, 3 smaller levels, 3 basements and 2 mezzanines, there are over 165 outlets with 5 primary anchor stores, a 13-screen cinema, outdoor terrace buildings and over 2,300 car parking spaces.  Anchor stores include Tesco, Dunnes Stores, Marks & Spencer, Penneys and Brown Thomas.  Previously, House of Fraser occupied a 4-floor unit at the north section however this was closed down in 2020; Penneys moved from their smaller unit into Levels 2 and 3 and Brown Thomas did likewise with Levels -1 and 1.  Dundrum has 8 travelators, 29 escalators and more than 30 lift installations.



This Recreation
     Previously, I began to create a full recreation of the shopping centre, however my hard drive failed and I lost my entire Skyscraper folder.  Included in this recreation are the 4 main glass passenger lifts which are Otis 2000s installed in 2004.  In 2016, they received a cosmetic refurbishment of the cabs and the car operating panels, however nothing else was changed.  These are some of the best lifts in South Dublin and some of my favourites of all time.
     I aim to make an as-realistic-as-possible recreation of the current variation of these lifts, including the lift interiors, lift shafts, lift structure and extra features.  Machine rooms will not be fully accurate.  At a later stage, I may recreate the original version of the lifts when they had the typical Otis 2000 interiors.
     As of May 2024, the indicators inside the lifts have been replaced by Irish Lift Services.  A variant with these indicators will also be available.



Timeline
Unfortunately, due to my job, I cannot give an exact project outline for this recreation.  I will try to progress when I can, however I cannot guarantee any release dates.  The following is the plan I will likely follow; any text in bold writing is completed.  Text in underlined writing is currently in progress:
Stage 1 - Building elements part A - i.e. ceilings, walls, floors.
Stage 2 - Lifts 1 and 2 interior details - i.e. COP, handrail, lights, glass.
Stage 3 - Lifts 1 and 2 shaft details - i.e. shaft walls and LOPs
Stage 4 - Lifts 3 and 4 interior details
Stage 5 - Lifts 3 and 4 shaft details
Stage 6 - Lift machine rooms
Stage 7 - Building elements part B - i.e. staircases, signage, windows, retexturing - Phase 1 release
Stage 8 - New variant creation with newer indicators - Phase 2 release
Stage 9 - Older variant creation with old interiors - Phase 3 release



Download links:
Phase 1: Coming soon!
Phase 2: Coming soon!
Phase 3: Coming soon!



Notes and References
-- Several lift lobbies will not be exactly accurate to real life.  As the lifts are located in the middle of an open-plan shopping centre, the simulated version's floor space will be very heavily reduced.
-- The lift machine rooms will be very inaccurate.  As I have never been in them, unfortunately I do not know what they look like.



Credits and Attributes
Will be updated as I progress.


Any questions, queries or suggestions, please feel free to ask!



Latest Update: 10th of May 2024

The Level 1 entrance has progressed further and now has all elements except the rainshelter and roof.  Soon I hope to begin creating the lifts themselves once these elements are put in place.

9
Buildings / Re: EG881 Buildings
« on: May 11, 2023, 12:54:32 pm »

In that video he did use the CameraTexture feature for the mirrors which was experimental in the version of Skyscraper he used (it was an undocumented feature), I didn't finalize it back then because I was unsure of how to reduce the performance impact (each CameraTexture is a full render window that has a major performance impact).  The current versions have the full feature now, and turn on and off the render windows based on distance to speed up the simulator, so it's recommended to use the CameraTexture objects now if you can keep the frame rate at a good level.


Sorry to butt in, but I actually just made the lift car twice.  The main side used normal textures and features, then the "mirror" side used flipped textures with a 50% darkness applied to them too.  A second door set was added and then a wall with a photo of the lift lobby behind them to give the effect of the mirror.




10
Download Skyscraper Simulator / Re: Skyscraper 2.0 Alpha 11 released
« on: March 17, 2023, 04:40:09 pm »
Great to see Skyscrapersim back in development!  I've played around a little with the Alpha 11 release; here's some feedback on what I've discovered.


Upon loading, I immediately noticed the FPS counter in the top right-hand corner.  I know you can disable it with F9, but would it be possible to make this an option in the INI file to save it being done every time a building is loaded?



From what I've seen, the experimental lighting engine works well.  The lights give off a good effect, but I can see it is experimental.

Using Point Lights, I attempted to making some exterior lights on a lift light up, but the light went through walls onto the other shaft:


Hypothetically, this is how I would (somewhat) expect it to work:


For reference, this is how the lifts look when there are none present and turned off in the INI, respectively:



Also, when lighting is enabled, this error is thrown every time the building is reloaded using Ctrl+R.  After pressing OK, the building still loads fine, it's just that the error appears every time.



Otherwise, the sim looks looks as good as ever!

11
Damn, thats amazing. Will it be available for download or not? Just a quick question.
Thanks!  I intend to release it, but I’m not entirely sure when it will be finished.  I would say it would be July 2023 at earliest.

12
Looks Nice ;D ;D
Nice and realistic work! The 3D panel design in the elevator looks cool.
looks realistic. i was getting confused if it was real life or skyscrapersim
Thanks!

I meant to include this in the original post, but forgot to:
For those who are wondering, yes; the glass lifts being a different shape to the lift pit is correct.  The current ThyssenKrupps are replacements of older lifts.

Real picture of current ThyssenKrupps - Taken 22nd Nov. 2020 (since this photo was taken, the lifts now have a second handrail inside as well as a new fence on the cartop:


Real picture of old Pickerings lifts - Sourced from Google Maps (2018):

13
The Square Town Centre - Tallaght, Dublin, Ireland

Important notice: This project has been cancelled as of 31-07-2023.  Due to serious HDD trouble, I have lost all of my Skyscraper assets, buildings and references.  From what the technician has said, the drive has gotten infected with a very catastrophic virus and he doesn't know how it got in, what it is or what it's doing.  All we know is that every time the drive is plugged in, the virus continues to slowly, but surely, destroy it.  The technician tried using Disk Drill at one point, however the drive health went down to 2% which essentially meant it is a write-off.
I will still leave the topic here as an archive, however I can no longer progress on this project anymore.


Brief Summary
     The Square Town Centre is a medium-sized shopping centre located in Tallaght which is in the southwest of Dublin, the capital city of Ireland.  Opened on the 23rd of October 1990, it has over 100 retail units and was the largest shopping centre in Ireland at the time.  It also has three anchor stores: Tesco, Penneys and Dunnes Stores.  Tesco is a large supermarket, Penneys is a clothing store and Dunnes Stores is a supermarket and clothing store.  Prior to 2022, the current Penneys unit on Level 1 housed Debenhams, although due to the Covid-19 pandemic Debenhams in Ireland was forced into liquidation.  All Debenhams stores in Ireland closed permanently on March 15th 2020.  The Square also has various other big-brand stores and restaurants such as Sports Direct, GameStop, H&M, McDonalds, Costa and Subway.

     The Square has seven public car parks:
LEVEL 1: Southeast (Surface) – 55 spaces + 3 GoCar spaces
LEVEL 1: Northeast (Surface) – 138 spaces
LEVEL 1: East (Multi-Storey) – 780 spaces over 6 levels + 20 disabled spaces
LEVEL 2: South (Surface) – 153 spaces + 5 disabled spaces + 4 charging points
LEVEL 2: North (Surface) – 285 spaces + 7 disabled spaces
LEVEL 3: West (Surface)  - 653 spaces + 4 disabled spaces
LEVEL 3: Overflow (Surface) – 123 spaces
Most of these are surface car parks located on the street level, however the Level 1 East is a 6-level multi-storey car park featuring three lifts.  The Level 3 Overflow car park appears to be on street level too, however there are two lifts to access the shopping centre.

    The Square has seven public lifts.
There are two glass ThyssenKrupp Evolution MRL lifts in the central atrium.  These serve centre floors 1, 2 and 3.  In 2020, these replaced Pickerings lifts which were from 2008.  The Pickerings lifts were modernizations of older lifts dating back to 1990.  It is unknown as to what these were originally.
There are three Pickerings lifts in the multi-storey car park.  These serve floors 1, 2, 3, 4, 5 and 6.  This car park does not have a direct link to the shopping centre; you must go down to 1 then walk outside.  These lifts are modernizations of older lifts from 1997 or 1998.  It is unknown as to what these were originally.
There are two hydraulic Pickerings lifts in the Level 3 Overflow car park.  They serve centre Level 2 and the car park, however are labelled as 1 and 2.  These are also modernizations of older lifts, and it is also unknown as to what they were originally.
     The Square has six escalators and four travelators
There are two Otis travelators from 1990 that go from Level 1 to Level 2.  These are located adjacent to the glass lifts in the atrium.
There are two Kone travelators from 2021 that go from Level 2 to Level 3.  These were also originally Otis travelators from 1990 that got replaced due to reliability issues.
There are two Otis escalators from 1990 that go from Level 1 to Level 2.  These are located at the rear of Level 1 and don’t get much use.
There are two Otis escalators from 1990 that go from Level 2 to Level 3.  These are very heavily used as they are the quickest route to the Level 3 exit.
All escalators and travelators meet at the central stage area on Level 2.
There are also two Thyssen escalators from 1990 inside Dunnes Stores.  These aren't used very much.

Progress So Far
So far, I have completed the Level 1 east entrance as well as some of the Level 1 shops.  The outdoor Level 1 shops are also complete, however are not accurate.  This is a building from 2020 and is currently in the process of renovation.  It may take a long time to fully renovate it.

The Level 1 Entrance:


In other buildings, I have made recreations of the lifts in this centre.  Please note that the following photos are not from this particular building.

Glass lifts from the rear:


Glass lifts from the front:


Inside the left-hand glass lift:


Multi-storey car park lifts from the front:


Multi-storey car park lifts in the shaft:


Inside the right-hand multi-storey car park lift:



The Plan
     I do not have a timeline for this project, but it will be released in stages.  Depending on the complexity of a certain area, it is possible the project may progress slowly at certain points such as the central atrium.
Stage 1 - Main Centre + Multi-Storey Car Park
Stage 2 - All of above + exterior Level 1 units
Stage 3 - All of above + Luas stop

Notes
-- Due to Skyscrapersim limitations, the escalators from Level 1 to Level 2 will not be made as they are at an angle.  Instead, I will put hoardings around them as if they are under replacement.
-- Due to Skyscrapersim limitations, the travelators from Level 2 to Level 3 will not be made as they are at an angle.  Instead, I will put hoardings around them as if they are under replacement.
-- In real life, the glass lifts are at a slight angle.  In this building, they will be at 90° due to Skyscrapersim limitations.
-- There is a spiral staircase that goes from Level 1 to Level 2 near to the escalators.  Due to Skyscrapersim limitations, this will be several small staircases instead.
-- The Square updated their logo and styling in September 2022.  For now, this project will use the older logo as I know it much better.

14
Recently, in The Square Tallaght in Dublin, Ireland, the main glass atrium lifts were replaced.

QUICK HISTORY: Originally Otis Europa2000s from 1990 when the centre first opened (Picture 1), they were then modernized by Pickerings in 2008 to feature Dewhurst buttons, Thames Valley logic and a slower speed (Pictures 2-4).  They originally went 1m/s (approx 200fpm) and when they were modernized they were slowed down to 0.6m/s.  During this mod, the shaft was also made black and the lights surrounding the cabin were removed.

On the 17th of August 2020, ThyssenKrupp began to replace these lifts. (Picture 5)  At this point, the entire lift was removed from the shaft and scaffolding and blue mesh was put in place, possibly for ease of dismantling.  On the 22nd, the new cab was installed, though only the bare essentials (Picture 6).  Near to the start of September, the cabin was fully installed although not yet in service (Picture 7).  September was mostly just time of the lift sitting slightly above Level 1 doing nothing, not sure why.  This was the point where I realised that they were going to be Evolutions.  The big day happened soon after, 3rd of October was the first day the lift went into service.  (Pictures 8-9)  Originally, the floor numbering was set up wrong.  For about 2 weeks it was 0-1-2 instead of 1-2-3.  For one day, the buttons were still 0-1-2 although the indicator was programmed as 1-2-3.
There is a glitch with the voice on Level 1 where it goes "(Chime) First" instead of First Floor.  Near to the time when ThyssenKrupp fixed the numbering, the temporary walls were updated to look quite nice (Picture 10).  Speaking of temporary walls, ThyssenKrupp originally printed them as "Thyssenkrupp Elevator UK" then scribbled the UK out and put R.O.I. on them XD (Picture 11).  Finally, on the 7th of November, the right lift went into service.  (Pictures 12-13)

Overall, the new lifts are so much better.  They were made 1m/s again, feature some awesome fixtures (ThyssenKrupp Blueton), have pre-doors and semi-intelligent levelling and are overall just so much more improved!  If I could improve these further, I would decrease the startup delay (because it is quite long) and I would make them the original shape as they look a bit weird in the current pit.  (Picture 14)

Of course everything opinionated here is fully my own opinion :D

And that's these lifts' history!  Now for the photos XD:

1:


2:


3:


4:


5:


6:


7:


8:


9:


10:


11:


12:


13:


14:


Thanks for reading if you got this far :D

15
Do you guys now know what it is?
It is apparently an alternative Kleemann indicator.

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