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Would the mesh/textures for quays be in any way editable aswell?

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1 hour ago, Darf said:

Would the mesh/textures for quays be in any way editable aswell?

I hope so because despite the fact that the functionality is awesome... they look.. well to clean :/

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    of course they are. I'm just not sure if this should be done by Network Skins or by adding new prefabs.

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    I imagine many of the same people who'd like to customize their quays, would also use Network Skins, so it makes sense to put them together. I guess the question is was is easier for you and if Network Skins affect performance in such a way people would want only parts. 

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    Is it possible for Network skins to just call on the new prefabs? So new Quay styles would be separate downloads, but Network skins has the ability to place props along them?

    Has anyone had a look at the Quay 3D asset? Judging by what we see across all of the draggable stuff (roads, quays, etc) it looks like most anything we do will have to make use of a clean shape. So something like Mas71's Seawalls wouldn't be directly possible, would it? Mostly talking about the stairs and the lower portion having the vertical notches repeating down the length of the model.

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    I had a peak at it in ModTools, but didn't export it. It's a pretty simple shape. Upside down U that gets a bit wider at the bottom. I guess it repeats and stretches like roads, which is probably what will limit details most. I guess something like Mas1's new seawalls would be possible, but I'm just guessing here. I have no experience with network models. :P


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    That's pretty much what I was thinking - as this mesh is stretched/repeated/lofted along a spline, it limits what we can do with repeating details significantly, unfortunately.

    How 'long' do you think a segment is? If it's a good 4 meters long, we might be able to do something like Mas's seawalls. Would be interesting to see, for sure.

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    Much longer than that - more like 6 squares. It has an end piece too, which is pretty much just the end with some stretched side texture. Got a pic of the ModTools preview to give an idea of the size :)

    20160323223730_1.jpg

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    The limit of Network Skins is that the dimensions of a prefab, the position of the lanes and the way it bends can not be changed. Even when changing textures and meshes is supported, there will still be this limitation.

    That's why quays, walls and fences with different dimensions would have to be new prefabs. Smaller cosmetic things like a new texture or a slightly different mesh could be handled by Network Skins. In fact, you could already start experimenting with it with Mod Tools, like I did with those road skins.

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    23 hours ago, boformer said:

    of course they are. I'm just not sure if this should be done by Network Skins or by adding new prefabs.

    Can we have it both ways? I would like to skin the existing quay walls but also would like to make new wall types.

    Once we dump the segment obj and customize it, then how do we import it in game?

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    33 minutes ago, Mr_Maison said:

    Can we have it both ways? I would like to skin the existing quay walls but also would like to make new wall types.

    Once we dump the segment obj and customize it, then how do we import it in game?

    With lot's of code. Do you remember that elevated railway mesh replacer? Replacing textures is easier.

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    2 minutes ago, boformer said:

    With lot's of code. Do you remember that elevated railway mesh replacer? Replacing textures is easier.

    Is replacing textures something we can do right now? I'm ready 8)

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    I just have to write down the script. It's like replacing road textures.

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    I would love to have a draggable version of Soldyne's stone wall. I find myself using that a lot, and having a draggable version of it would be super handy I think.

    The same goes for his chainlink fence and iron fence.

    On a related note, where has he been lately? It's been a while since I've seen any new assets or posts from him.

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    9 hours ago, Cool_Z said:

    Baaah baaah... :kitty:

    :yawn:

    ;)

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    i was wondering, is there a technical reason why the quays are always rounded, even at right angles? this is the only thing i don't like about them, but i assume it is something to do with the way the terrain is shaped underneath?

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    7 hours ago, toxicpiano said:

    i was wondering, is there a technical reason why the quays are always rounded, even at right angles? this is the only thing i don't like about them, but i assume it is something to do with the way the terrain is shaped underneath?

    That's also my first guess.

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    Here is a tutorial how to do it:

     

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    Another thought: It should be possible to make a quay with an integrated pedestrian path that looks more like the old waterfront assets.

    There are just 2 minor problems: The transition between the different quay types, and the snapping feature that allows you to place buildings on these quays.

    Waterfront.jpgWaterfront_Park_from_Hawthorne_Bridge.jp

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    On 3/25/2016 at 11:36 AM, boformer said:

    That's also my first guess.

    Either that, or something in the code that makes it impossible to have sharp angles. My guess is in an effort to have the quays flow over the landscape like they do, they coded it in to radius all turns. It's cheating, but you can use the no pillars mod overlap function to create right angles....start the quay and run in one direction, then start the other side and run to where your first one began with the overlap function activated.

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