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Fascinating idea! It will be very hard to do with our current understanding of the rotor shader. You've already spotted the two problems:

1. LOD semi-transparency seems to be impossible. You can maybe emulate semi-transparency by dithering full transparency. Actually your screenshots already look reasonable. This is a problem but not a show stopper.

2. Transition from the full model to the LOD is not smooth and there is a step in between where neither is visible. This would be a show stopper for your clouds. We need another breakthrough to get this to work. I posted a while back this could be overcome but turns out that only works in the asset editor and not in game.

 

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    1 hour ago, Epic Lurker said:

    2. Transition from the full model to the LOD is not smooth and there is a step in between where neither is visible. This would be a show stopper for your clouds. We need another breakthrough to get this to work. I posted a while back this could be overcome but turns out that only works in the asset editor and not in game.

     

    I wonder how big is too big for any asset to be in this game? Some clouds can be huge or a huge billboard can have multiple cloud formations on it like high ice cirrus clouds. I wonder what the game would do if a billboard was super big so a LOD distance was covered? Think it would just turn into one big LOD? To be honest I'm a bit afraid to try it.  But I will give that a go in my next test.

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    If nobody can figure out and fix rotors lod, I am considering making a mod which disables LOD for all rotors shader buildings/props, and maxes the render distance of the main model instead, maybe do this by taking the size into account, so small fences wouldn't get such a bump in render distance. I already tested it with buildings using mod tools and it works, just had to rebuild the building for it to apply, there's probably some method I need to invoke, since moving the building makes it work as well, the main model was still visible from the other side of the map, idk if it works for props.

    The only hard limit in terms of size is the height limit, which I think might be the same height limit the maps have, but measured from the pivot of the asset. You can easily overcome it by making the asset itself not be that high, and just raising it ingame with move it.

    There's a softer limit for width - since if a building goes over the lot, and the lot goes outside the view of the camera, it will be culled (disappear). IDK if there's any fix for that.
     

     

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    Ronyx rhymes with electronics...  

    Steam  //  Twitch  //  YouTube  //  Twitter  //  CSLModding.INFO

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    Looks really cool! I started to think about placing clouds just over airports so we can simulate low visibility approaches 'kinda'. It is not fog but clouds would work too *:)3ee69a4c7f194ef37527088c9a863794.jpg?noi

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    my favorite is the one on the third picture - awsome work Mr_Maison - you are rocking !!! :)

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    This is fantastic. Process is going so fast even for such hard task. I hope we will be able to use it soon. Awesome!!

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    looks way too good and photorealistic :DDD

    consider this as a compliment)

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    Just bringing this thread back to life as I decided to release the first cloud set very soon. But first I must do some testing.I been nervous about releasing the cloud planes mainly because of player management concerns and wanting to test extensively in case anything weird happens. I experienced a glitch on the latest map I played with them in where after closing the game, (with a system crash) I opened it up the next day and a lot of the water was levitating at cloud level flooding the place. I have no idea if the clouds had anything to do with it so I will try to reproduce the problem. This will take me a few days.

    w4L4UgU.jpg

    q8mfVtS.jpg

     

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    It's been so long since I tested the clouds. I think something changed since the last update that causes the clouds to glitch out when returning to the saved game after placing them. This is what is happening...

    jKaU9Ei.jpg

    gC2BL6R.jpg

     

    Hopefully a solution can be found to fix this soon. Until then I will have to postpone the release again.

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    Are they buildings? 

    They definitely shouldn't be buildings, not only for this reason, but also they will disappear if you the lot isn't visible.

    They should be props, and you should also add a huge invisible triangle spanning way over the edges of it to reduce the culling.

    https://community.simtropolis.com/forums/topic/73460-ronyx-tutorials-scripts-source-codefiles-new-no-workshop-local-mods-tutorial/?do=findComment&comment=1675096

     


    Ronyx rhymes with electronics...  

    Steam  //  Twitch  //  YouTube  //  Twitter  //  CSLModding.INFO

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    1 hour ago, Ronyx69 said:

    Are they buildings? 

    They definitely shouldn't be buildings, not only for this reason, but also they will disappear if you the lot isn't visible.

    They should be props, and you should also add a huge invisible triangle spanning way over the edges of it to reduce the culling.

    https://community.simtropolis.com/forums/topic/73460-ronyx-tutorials-scripts-source-codefiles-new-no-workshop-local-mods-tutorial/?do=findComment&comment=1675096

     

    I actually made the first ones using a rock template so they can be placed anywhere. I tried a couple other templates including changing to a dummy building AI but still got the same results. BTW, thanks for the tip about culling. For some reason the clouds are affecting the water. My first thought was they are acting as rocks and the water is trying to go over them. If I destroy the clouds, the water starts to wash itself out but not all the way. I wonder if there is a floating asset I can use as a template? Or maybe not let the pivot touch the ground? I have no idea. This was not happening last year.

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    6 minutes ago, Ronyx69 said:

    Again, don't make them buildings, make them props.

    Ok, I will try that next. I thought the rocks counted as props. Should the center of the huge triangle be off center from the main model?

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    Problem solved! Thanks @Ronyx69 Making them props does not cause the water to act up.

    wEW5mKA.jpg

    qFTKhRl.jpg

     

    BTW, these clouds change dynamically in appearance with the time of day.

    Jsfm5zX.jpg

    Looks like we're full steam ahead with this.

     

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    Can't wait till they're released! I thought this project was dead, but I'm glad to see I was wrong!

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    There was a reason I didn't release these and I totally forgot why. No promises but I'm currently investigating and this may indeed still have hope.

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    So after looking into it again today, I'm reminded that making them into props actually did not solve the saved game water in the sky craziness. Unless I can find a good template that will remedy this issue, this will not be released.

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