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    19 hours ago, merc187 said:

    ......whooooooa.........

     

    This is simply amazing.  How much time have I wasted loading the game, changing textures, re-importing....too much time.  Going to definitely give this script a whirl.  Amazing stuff Ronyx & SamSamTS - this is incredible for asset creators.

    Thanks :D  same waste of time reimporting here as well... I already did this for a while but didn't know how to put it all in such a tidy script.

     

    Video for the breakwaters is live:

     

    I should stream more and continue the school and the boats/trailers and some growables and roof/wall props... too many WIP projects.


    Ronyx rhymes with electronics...  

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    This game has bamboozled me big time yet again.

    So I've been spreading misinformation for the last month or so:

    I said "normals don't work on UV flipped faces", which is not true. Which would be bad but avoidable.

    I assumed that because I used flipped UVs on a roof and saw the normal map didn't work on some faces and assumed "huh must be the flipped ones".

    It's actually even more bizarre than that:

    PsiXBXM.jpg

    Hnz38fl.jpg

    Parallel in this context means X and Y axis (on the model and on the image where x=sideways and y=up/down) are parallel but not necessarily facing the same direction.

     

    So flipped faces is not the problem, but X and Y axis must be parallel, as they get more misaligned, the normals get weaker and perpendicular means normals don't appear at all.

    This is so ridiculous my mind broke when I looked into this properly.

    I didn't test on the walls (anything that is perpendicular to the ground) but I assume the Y must match the Z or something ugghghfgdhfhdfg....

     

    So you can't use faces rotated 90° but you can use 180° rotations or flipped faces...

    Yet another annoying thing to think about when working on something.

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    Ronyx rhymes with electronics...  

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    6 hours ago, Ronyx69 said:

    Yet another annoying thing to think about when working on something.

    Yeah, that's NOT what we need at all. 

    Thank you for looking into this. This explains some weird normal map behaviour on my end.

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    Awesome warehouse! I absolutely love the top windows at night! I need to learn how to do nice looking windows like that.

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    Love those warehouses! And I'm happy you'll add signs as props in the future, though for these it's pretty easy to place another sign on top with prop snapping or small enough to be ignored if you're not making a japanese city. And I agree with Beardmonkey, those lights are gorgeous! Any tips/resources on how to achieve them? I have such a hard time finding good pics to use for night lights and don't have a good way to make them from scratch. 


    My workshop items

    Catch my latest project and future plans on my Patreon page

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    3 hours ago, _Beardmonkey said:

    Awesome warehouse! I absolutely love the top windows at night! I need to learn how to do nice looking windows like that.

    28 minutes ago, Avanya said:

    Love those warehouses! And I'm happy you'll add signs as props in the future, though for these it's pretty easy to place another sign on top with prop snapping or small enough to be ignored if you're not making a japanese city. And I agree with Beardmonkey, those lights are gorgeous! Any tips/resources on how to achieve them? I have such a hard time finding good pics to use for night lights and don't have a good way to make them from scratch. 

    Thanks :D

    I just take any picture of a window in which an illuminated interior is visible.

    In the end it doesn't matter that much since the quality of the resulting light texture is so low, it's just random details.

    This is the illumination map for this warehouse:

    Eka5mz0.png

    Please don't look at that chaotic small window. :D 

    I used this storefront for this.

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    Ronyx rhymes with electronics...  

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    Streamed with @Jerenable and did some planning to do a nuclear power plant collab project.

    Archived stream here.

    These are not the final models or anything, just blocking out and planning:

    JDF8ti9.jpg

    gS2sfwx.jpg

    It's based on the Doel Nuclear Power Plant.


      Edited by Ronyx69  
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    Ronyx rhymes with electronics...  

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    Streamed with iSevenSimmer, started some kind of star sculpture thing:

    NCUF0uG.jpg

    It has a frame inside it, so gonna put a light in it or something.

    You can see the moved parts so you can see the inside of it.

    The triangles will light up at night using the building random lights.

    Archived stream here.


      Edited by Ronyx69  
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    Ronyx rhymes with electronics...  

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    Hi Ronyx. I would like to ask you for a little help with decals. I've sucesfully created my first decal but I'm having difficulties with viewing it from distance. What I want to achieve is similar visibility as bike middle prop which is visibile from almost the same distance as highway lanes. The problem is that it's to short so I quickly use 64 prop limit in asset editor. That's why I created a longer version which is 10m long and 10cm wide. I've also created some other different length lines. The visibility of my prop is twice as smaller as bike middle prop which looks bad as the lanes dissapear very fast when zooming out. I wonder what I can do? I tried LOD toggler and Adaptive distance but it didn't help. Is it something with number of triangles of mesh?  I'm stuck... 

    https://steamcommunity.com/profiles/76561198259720263/myworkshopfiles/

    Here are the props on workshop,  these ones are not decals yet but even if I change it ti decal the visibility distance is the same. 

     

     

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    3 hours ago, wojtason said:

    Hi Ronyx. I would like to ask you for a little help with decals. I've sucesfully created my first decal but I'm having difficulties with viewing it from distance. What I want to achieve is similar visibility as bike middle prop which is visibile from almost the same distance as highway lanes. The problem is that it's to short so I quickly use 64 prop limit in asset editor. That's why I created a longer version which is 10m long and 10cm wide. I've also created some other different length lines. The visibility of my prop is twice as smaller as bike middle prop which looks bad as the lanes dissapear very fast when zooming out. I wonder what I can do? I tried LOD toggler and Adaptive distance but it didn't help. Is it something with number of triangles of mesh?  I'm stuck... 

    https://steamcommunity.com/profiles/76561198259720263/myworkshopfiles/

    Here are the props on workshop,  these ones are not decals yet but even if I change it ti decal the visibility distance is the same. 

     

     

    All decals have the same draw distance regardless of anything. That is a sad story, we've done some research but haven't figured much out, just suspect that the draw distance is buried somewhere in the shader.

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    Ronyx rhymes with electronics...  

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    Thanks. I was wondering if that would be possible to cheat by making an additional large invisible mesh to see it from further distance? Maybe not good for decal but for small props? 

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    1 hour ago, wojtason said:

    Thanks. I was wondering if that would be possible to cheat by making an additional large invisible mesh to see it from further distance? Maybe not good for decal but for small props? 

    Not sure, but I guess the draw distances for props in vanilla is all the same right? With adaptive prop visiblity it depends on the size.

    So adaptive prop visibility should be used either way. You can turn up the mod settings, or add an infinitely thin triangle to the prop for faking the size.


    Ronyx rhymes with electronics...  

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    18 hours ago, Ronyx69 said:

     You can turn up the mod settings, or add an infinitely thin triangle to the prop for faking the size.

    Not sure how to add infinitely thin triangle, what do you mean that I can turn up the mod settings? I have ModTools active, not sure which parameter should I change? Thanks in advance!

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    4 minutes ago, wojtason said:

    Not sure how to add infinitely thin triangle, what do you mean that I can turn up the mod settings? I have ModTools active, not sure which parameter should I change? Thanks in advance!

    Infinitely thin triangle is one where all the vertices are on the same line so it has no area.

    Turn up the sliders for adaptive prop visibility mod.


    Ronyx rhymes with electronics...  

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    4 hours ago, Ronyx69 said:

    Infinitely thin triangle is one where all the vertices are on the same line so it has no area.

    Turn up the sliders for adaptive prop visibility mod.

    I want to add an infinitely thin triangle to my object. Could you post a picture of what it looks like or a link on how to make them.

    What do I change about the thin triangle to make it bigger?

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    5 minutes ago, Sparks44 said:

    I want to add an infinitely thin triangle to my object. Could you post a picture of what it looks like or a link on how to make them.

    What do I change about the thin triangle to make it bigger?

    xvum1fa.png


    Ronyx rhymes with electronics...  

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    Just now, Sparks44 said:

    Thanks, I guess I add more vertices to make it bigger.

    Adding more vertices means it's not going to be a triangle anymore, it's going to be multiple triangles.

    If you want the triangle to be bigger you need to make it bigger, I'm not sure how else I can explain it...

     


    Ronyx rhymes with electronics...  

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    Sorry for jumping in but @Sparks44 -  why not simply scale the current geometry/vertices you have in the current triangle so it expands in space?  That requires no extra vertices.

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    Published the japanese warehouses:

    http://steamcommunity.com/sharedfiles/filedetails/?id=838825022

    http://steamcommunity.com/sharedfiles/filedetails/?id=838825701

     

    Continued roof props by making some kind of roof shack thing:

    f8ktbDD.jpg

     

     

    Streamed and continued the japanese elementary school:

    0MapEkv.jpg

    BXhPTOU.jpg

    25nYG9F.jpg

    ZNKv83q.jpg

    xNjHYkM.jpg

    eeiDEk0.jpg

     

    Still need to do the other textures and lod.

    Also not sure if I should make the fence around the roof, it's there irl and I have texture space but i'm lazy.

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    Ronyx rhymes with electronics...  

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    The basketball? court looking thing on the roof might be a little dangerous without a fence ;)

    As always, texturing is amazing, modeling is very well done, and the style can't be beat. I'm sure it'll find a home in non-Japanese cities too. Thanks for sharing :thumb:

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    17 hours ago, Badi_Dea said:

    The basketball? court looking thing on the roof might be a little dangerous without a fence ;)

    As always, texturing is amazing, modeling is very well done, and the style can't be beat. I'm sure it'll find a home in non-Japanese cities too. Thanks for sharing :thumb:

    No idea what it is, my guess it's some sort of universal decal that can be used for multiple sports to save space.
    You can look at the real thing: https://www.google.lv/maps/@35.5774374,139.7331012,207a,20y,215.88h,48.8t/data=!3m1!1e3?hl=en

    And yeah I guess I need a fence for that.

    I'm also thinking about making the roof a color variation, only one green and the rest would be neutral gray/black so it would be usable in more situations.


      Edited by Ronyx69  
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    Ronyx rhymes with electronics...  

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    Streamed with @Jerenable and did some work on the nuclear power plant.

    Archived streams: my side / jeren's side

     

    main and garage buildings:

    nZV6FKG.jpg

    C8yRpne.jpg

     

    reactor and middle buildings:

    upehZTO.jpg

     

    I also released the lod texture baking tutorial today:

     

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    Ronyx rhymes with electronics...  

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    I kid you not there was a new problem at the Doel power plant a couple of days ago :D

    Great tutorial, It would be fantastic if a similar one existed for Blender... I've looked at tons of other ones but I can't get it to work though, the texture just appears white...

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    41 minutes ago, Lost_gecko said:

    I kid you not there was a new problem at the Doel power plant a couple of days ago :D

    Great tutorial, It would be fantastic if a similar one existed for Blender... I've looked at tons of other ones but I can't get it to work though, the texture just appears white...

    I'm sure @Jerenable could go on for hours about the problems with this power plant irl. :D

    Yeah idk anything about blender, but the general principles could apply to other software as well.

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    @Lost_gecko Yeah I'd love to find out how to bake a lod texture in Blender... I've tried like you but so far my results have also been white.

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    2 hours ago, Epic Lurker said:

    @Lost_gecko Yeah I'd love to find out how to bake a lod texture in Blender... I've tried like you but so far my results have also been white.

    I suspect we're missing on a basic detail because other texture types like AO baking seem to work for me...

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