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Kliekie

Building continuing below the ground level?

15 posts in this topic

So recently I started working on a new mod: Griffith Observatory in Los Angeles.

It's a building on the top of a mountain, looking over the Griffith Park. The front side is normal height on the ground level, but the back of the building goes lower and lower into the mountain, as can be seen on this image: 

c_fit-w_640-h_480-crm-la-griffith-observ

So right now I'm testing the model in game to see what's the best way to get the back part looking like that, I figured with ingame terraforming I could get a lot done. if I make the grid smaller than the actual building terraforming should not be a problem. I do however bumped into an other problem which I just completely forgot. Everything below ground level will have a dirt texture on it.

58a5d2b7912c2_2017-02-1617_12_26-Greenshot.thumb.png.3db4c47df7b8c4651abccc6dee408ac4.png

How would you guys solve this problem? Is that dirt texture removable? and is there a way to make sharper mountains, just to make sure no ground will be poking trough the model anywhere?

Thank you in advance.

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You need to change the shader to NoBase:

var shader = Shader.Find("Custom/Buildings/Building/NoBase");
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as BuildingInfo;
if(asset.m_material != null) asset.m_material.shader = shader;
if(asset.m_lodMaterial != null) asset.m_lodMaterial.shader = shader;

 

CT14 likes this

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22 minutes ago, Ronyx69 said:

You need to change the shader to NoBase:


var shader = Shader.Find("Custom/Buildings/Building/NoBase");
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as BuildingInfo;
if(asset.m_material != null) asset.m_material.shader = shader;
if(asset.m_lodMaterial != null) asset.m_lodMaterial.shader = shader;

 

Sorry for being a noob, but where exactly do I change these settings? 

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51 minutes ago, Ronyx69 said:

You need to get mod tools, get into the asset editor, press F7 and then run the script.

Ah yes of corse! Thanks for the help, at least now I know I can finish this asset in peace :D 

Alexgru88 likes this

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Nice project! I thought the 'NoBase' option just made the asset float... Or is it the case but then what is modeled under 0 becomes textured properly? That would be so useful!

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15 minutes ago, Lost_gecko said:

Nice project! I thought the 'NoBase' option just made the asset float... Or is it the case but then what is modeled under 0 becomes textured properly? That would be so useful!

It gets rid of the base, so if you have nothing below 0, it will float.

But since it doesn't generate a base, you can put your own stuff below 0.

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1 minute ago, Ronyx69 said:

It gets rid of the base, so if you have nothing below 0, it will float.

But since it doesn't generate a base, you can put your own stuff below 0.

Damn, I had never thought about that, I can just forget about  cumbersome foundation props then! Thanks!

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1 hour ago, Ronyx69 said:

It gets rid of the base, so if you have nothing below 0, it will float.

But since it doesn't generate a base, you can put your own stuff below 0.

Wow, that's great news! :D That opens up for some more options - can't wait to try it out :D

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It worked! On to the next step! 

How do you guys normally deal with grass sticking trough a path? My only solution so far is place 1 plane directly on 0 ground level to stop the grass and then another one floating 5-10cm above it to avoid collision with the ground texture.

2017-03-01 20_52_10-Greenshot_small.jpg

Avanya likes this

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I had no idea there was a solution at all.

Only tip I guess you can optimize the 0 level surface more than the one above, since the floating one would be more subdivided for UV mapping I assume.

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2 hours ago, Kliekie said:

It worked! On to the next step! 

How do you guys normally deal with grass sticking trough a path? My only solution so far is place 1 plane directly on 0 ground level to stop the grass and then another one floating 5-10cm above it to avoid collision with the ground texture.

 

That's the way to do it. You need vertices at y=0. When I made my modular park, I used shapes with an invisible texture to get rid of the grass below the paths:

0358AF163E07231588D2A31C1E923B589472663C

 

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Yeah that's how I've "always" been doing it, hoped there was a more poly-friendly solution. I'm at 6.8K now so should be fine.

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Do you guys happen to know how this "extending below zero" works with props? As far as I can tell (plopping dozens of my rail lighting tower), the game does not generate a mesh under a prop. And if you add the mesh yourself, the prop seems to float on top of the ground, instead of clip through it like you would like (not 100% sure about this part). Is there a way to make a type of prop that is meant to go on a slope, and includes geometry that is designed to clip through the ground? I have a feeling we're gonna need this as people start making more props for mountains to go with the new gondolas in the expansion. 

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