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On 12/07/2017 at 11:18 PM, Ronyx69 said:

Only using the sub-buildings enabler mod.

Unless you're fine with inflating your asset size.
Vanilla sub-building implementation actually puts the sub-building inside the main asset.

Funnily enough I've mentioned this to CO so hopefully they will address file sizes and loading issues


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    Logistics Warehouse: http://steamcommunity.com/sharedfiles/filedetails/?id=1080114922

    JYxrBTC.jpg

    yBCsH3Y.jpg

    5OvCOSu.jpg

     

     

    Started Tamurakoma Office: not much so far, messy shapes

    ZEHtBjO.jpg

    D7ygOva.jpg

     

    Continued:

    tlBHL6A.jpg

    eAUSjTw.jpg

     

    Continued:

    J4nkiHX.jpg

    N1vgthP.jpg

     

    Continued:

    32rotL5.jpg

    IEBSTf9.jpg

     


      Edited by Ronyx69  
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    Ronyx rhymes with electronics...  

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    More grass! Nooo, I've already got so much grass assets (and haven't even used most of them yet) but that looks too good to pass up!

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    Here is my city Rodenburgh, a realistic and fully detailed European city and region. Come over if you're interested!

     

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    You're gonna lag up my game Ronyx! I'm already at single digits! That grass does look really beautiful though.

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    Here is my city Rodenburgh, a realistic and fully detailed European city and region. Come over if you're interested!

     

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    That grass looks really nice! :D

    Gotta love how your model shows up as the picture for Doel Nuclear Power Station! Reminds me of google maps that has screenshots from the youtube series for the real Arrowhead Junction (looks like they fixed that though). xD

    Oh, and thanks for the heads up about the creators discord. I had totally missed that. :D 


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    Released the short grass: http://steamcommunity.com/sharedfiles/filedetails/?id=1094959864

    QuXHSdc.jpg

     

     

    Also another rural japanese shop, about halfway done with the set:

    sP1nWRr.jpg

     

     

    Streamed for 7 hours yesterday and pretty much finished the Tamurakoma office, just need to make the signage, which will be optional:

    2A3rVsl.jpg

    qHEiMzg.jpg

    6I6R9Ds.jpg

     

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    Ronyx rhymes with electronics...  

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    So here's the first partially modeled interior: not sure how it's gonna look ingame, especially in daylight...

    ojPD4BZ.jpg

    1PmE8yI.jpg

    xdSExfQ.jpg

     

     

    EDIT: I did a test and I'll just go with regular illumination on the modeled interior, works fine with the glass in front.

    Ydt56TT.jpg


      Edited by Ronyx69  
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    Ronyx rhymes with electronics...  

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    It definitely looks cool! And that's a very nice choice of a building.

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    Holy moly...

    More detailed landscaping would be amazing. My computer would probably explode though.


    Here is my city Rodenburgh, a realistic and fully detailed European city and region. Come over if you're interested!

     

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    The hangar looks great! I'll definitely use it once I start making my airport!

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    Here is my city Rodenburgh, a realistic and fully detailed European city and region. Come over if you're interested!

     

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    Working on that Icelandic project...

     

    Geyser:

    BVrWR3U.jpg

     

    Moss & Rocks:

    CLdHwnA.jpg

    OOhCDZr.jpg

     

    Working on the map theme as well, realized that using huge oil/ore textures with very little tiling might be good to use for large scale detail. Since they seem transparent even with a white alpha, unless the texture is very bright, this is more like a color offset instead of a texture, but with more detail in the alpha:

    CAJ1jlG.jpg

     

    Here's the first "sketch" idea for the map:

    I think I will scale it down even more - that 5x5 area down to the 3x3 probably , I am putting more focus on detail and the custom assets, and I can't fill up such a big area with stuff...

    yy2f4Fs.png

     

    Also btw I asked BloodyPenguin why prop snapping forces props to stay on top of the ground, turns out the mod was just made to do it, so he updated it and now you can sink props as well: feel bad for those who made specific sunken versions of their props lol...

    DHGU6nSW0AAVk7x.jpg:large


      Edited by Ronyx69  
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    Ronyx rhymes with electronics...  

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    Wow, this is gonna be an amazing map.

    And that option for the prop snapping will be really handy now. Thanks (for asking, I guess)

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    Here is my city Rodenburgh, a realistic and fully detailed European city and region. Come over if you're interested!

     

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    Woah... this is so useful! Will this also work in fps modes or really close to the ground when the decals disappear?


    Here is my city Rodenburgh, a realistic and fully detailed European city and region. Come over if you're interested!

     

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    44 minutes ago, charlesnew said:

    Woah... this is so useful! Will this also work in fps modes or really close to the ground when the decals disappear?

    No that is a different issue, decals disappear very up close because the camera enters the box mesh, inside which the texture gets projected. Because the camera is inside the mesh, it can't see it so you don't see the decal.

    I also begged for a way to increase the decal draw distance, (for the fourth time, after being "forwarded to the modding team" or just ignored) or just asking to be pointed in the right direction... but I was ignored, and the next co update was about moms and cats, so that's a complete waste of time trying to contact the devs.

     

    Also some mossy rocks:

    tlsw5pO.jpg

     

    And some bigger rocks:

    J5S5WfT.jpg

     

    Ploppable Pavement Released: http://steamcommunity.com/sharedfiles/filedetails/?id=1113005609

    zsxzxEo.jpg


      Edited by Ronyx69  
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    Ronyx rhymes with electronics...  

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    If you've recently contacted the devs they only just got back from holidays so they'll probably have a back log of emails from a month.  Plus they're also just finished the concerts dlc so they've probably been busy. The devs are usually pretty decent when communicating with fans, but they tend not to answer the same sorts of questions over and over because it must get repetitive and they expect people to be able to search for the answer. 

    I'm pretty sure decals fall into the category of props (although correct if I'm wrong) and if not they're very similar and the devs have stated quite a few times that they can't increase the draw distance for props because it would run the risk of taking them outside of the minimum requirements. 

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    13 hours ago, Ronyx69 said:

     

    zsxzxEo.jpg

    Sweet!

    Now, would it be possible with a mod, or perhaps with a script in modtools in game to replace all ploppable asphalt with these ones in a save game?

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    11 hours ago, Bad Peanut said:

    If you've recently contacted the devs they only just got back from holidays so they'll probably have a back log of emails from a month.  Plus they're also just finished the concerts dlc so they've probably been busy. The devs are usually pretty decent when communicating with fans, but they tend not to answer the same sorts of questions over and over because it must get repetitive and they expect people to be able to search for the answer. 

    I'm pretty sure decals fall into the category of props (although correct if I'm wrong) and if not they're very similar and the devs have stated quite a few times that they can't increase the draw distance for props because it would run the risk of taking them outside of the minimum requirements. 

    I've never talked with a modder who couldn't figure something out, or needed some change in the game, and then contacted the devs and got any response or help... They've been busy writing up a story about moms and cats lol... 

    This is not a simple render or lod distance parameter, that can be easily changed. I am also not asking for the vanilla game to be changed. I am asking for a way to mod the fade distance of decals, which seems to be hardcoded into the shader, or at least some hint at where to look, from their side it can't be more complicated than just a simple variable change.

    I've been "forwarded to the modding team" with this question, which probably means nobody will ever look at it. Then in the ama the ceo said I should join the beta program, which I immediately applied for and they just said there isn't one going on. And the recent post in their word of the week which is just ignored.

     

    6 minutes ago, Leeijo said:

    Sweet!

    Now, would it be possible with a mod, or perhaps with a script in modtools in game to replace all ploppable asphalt with these ones in a save game?

    Yeah probably with a script, but I have no idea why you would want that. Haven't messed with replacing stuff like that for saving.

     

    Another jp rural shop, the main modeling and texturing for all 5 is done:

    gqzToyg.jpg

    DNIlfKi.jpg

     

    Tried to make some snowy stuff:

    2D4yRKT.jpg

    3uUyCnd.jpg

     

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    Ronyx rhymes with electronics...  

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    9 minutes ago, Ronyx69 said:

    Yeah probably with a script, but I have no idea why you would want that. Haven't messed with replacing stuff like that for saving.

    It's quite simple really; I have been using the ploppable asphalt mainly as ploppable pavement / concrete with a light grey color. With this it would be awesome to be able to replace all those with the real one so that I can use the ploppable asphalt like its supposed to be used, as asphalt :)

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