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Another thing: do take the building's structure into account. Those fat vertical pillars? They block out most of the windowlights from many, many angles.
If you still think it's too dark make a local save of the asset and add some lights. I've indeed been a bit skint with the spots since it's an office, not a christmas tree.
Unfortunately all my saves are a mess of half-broken stuff - already on life support on my own computer because of random crashes, errors, stuff missing, etc. It'd be foolish and not up to any quality standards to publish them online!
Goliath: I recently updated the building for Ploppable RICO and I think it somehow switched it off by default. If you turn it on again (lil button on its info pane) the problem will go away!
(Sorry to bug you with what are probably dumb questions; I'm just very much a fan of your building!)
Cool building, too. Makes your city look "realistic" with the old, ugly buildings mixed in with the newer, nicer buildings. :)
That's not the case with this building though, so why it would be locked out/is locking out other buildings is a question I don't know the answer for. Are you using the Unlock All mod ? If not, that might help!
Wouldn't know where to start though, it runs fine for me and the asset itself is nothing more than a bare-bones unique with manageable stats.
People like AJ3D, Attercap, Darf, or Dethkwow would probably be a better choice for tackling it right now. Come on over to Simtropolis to pitch your idea!
Thing is though, I work with some peculiar modeling setups (long window strips, overlapping and mirrored UVs) so maybe my workflow doesn't quite fit your models!
Hit me up in my Simtropolis thread [community.simtropolis.com] if you want to talk some more about your work. There's tons of good info on UVing/texturing both there and on the Paradox forums too! Keep at it I'd say, stuff can't be as hard as it looks if my last three months of tinkering are to be believed