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Miccrosshill

mic´s building again: Release for Pug Monaco Serie and new wip "lost Places Factory"

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    Thx ronxy .. good to know :)

     

    I have now another problem with a new model i started .. as i am new to modeling my skills are very low - and my issue is that in CS when you look into a building the outer walls are transparent. I understand the problem why it happens (normals are to the outside) but i did mot know how to handle this. the only workaround i managed is to set face inside the model but maybe one of you know a better solution?

    preview.jpg.d3f1d17236dc5ef398cd9e7800ebdaf3.jpg

     

    This is the model of a train loading building ... it would be also very nice to have it as cargo Trainstation working .. is this possible ?

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    6 hours ago, Miccrosshill said:

    This is the model of a train loading building ... it would be also very nice to have it as cargo Trainstation working .. is this possible ?

    Yes, but it's a little complicated to get it working properly, nonetheless it's possible.

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    ekCYJKD.pngTim The Terrible's Steam Workshop

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    Depending on the size of the asset, you'll probably need to adjust spawn points as well. I haven't worked with train station assets, but I imagine it works similar. Here is how I did it for my cargo harbour.

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    Thank you all for  you hints and tips - i will recheck this the next time when i put hands on the train-station. At the moment i put this project back - i saw that 16*8 is the max. size in CS and my factory has exact this size .. without the loading dock for cargo trucks. i have to rethink this all.

     

    At the moment i started a new project - as i want to learn handling Blender. This time i did all into Blender - also the textures and did my first successfull texture bake .. what pain i suffered ;)

    anyway - here a little preview:

    preview2.jpg.69dda73420d59417276ffcfde7ef7fd6.jpg

    preview1.jpg.67b2eee564864576b5a2ed3e5ad2a89c.jpg

     

    Some little RailyardWarehouse for your industry .. have to finish the texturing and wil release it this week .. 

    i did also some streetart  for my "Graffities around the world" serie - coming next week.

    usa-six.png.6b6a8443a52757f9690951a6e8dca00a.pngswiss_one.png.8606864f6fb2a24f2b4c427be87da92c.pnguk_two.png.7d41956a3c8218e6cd784010b36d9ae1.pngusa_five.png.8c57ce4d73be973e28c74ecb1937e38f.png

     

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    Nice. I'm looking forward to these.

    Could a sub-building be the solution to your rail warehouse size issue?

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    Hi again,

     

    that with the subbuilding came me also in mind - but as i saw what kind of work it is *hehe* - i will retake later the work when i am better at Blender and modding CS ;)

     

    btw. i finished my little cargostation and got a strang thing happen - when importing it took a texture and stretched it so much that it became blurry :

    pre6.jpg.6080f949145e0a12814cc11a779f6667.jpg

    all other textures are ok .. just the triangles on both sides ... so i have to investigate before release.

    When building a test scene i downloaded some Roundhouses and Trainsheds from the workshop and i recognized that they have not the right dimensions .. that happend me often - that props and buidings seem a little "miss dimensioned". So to get a nice Trainshed i started right on with it. I wanted a "open House" with windows to look through. I choosed the dimensions exactly for the "Single Track mod" - then i got the idea to take the ilumination map to mod some kind of neon lamp .. but that failed - the cubes startedt to be bright (like the windows) but didnt emit light to the building - so i had to use standard wall mountet light popped to the roof to get a nice light effect in the night. For the windows - i did just the frame - i have actual no window/transparent plane - but it seems to be working ;)

    I am also struggeling with the texture size. A lot of the textures looks really blurry when baking them - maybe some of you has a tip to get a better look at smaler size ?

     

     

    pre2.jpg.1c5d29190935c645462b7f6229852b83.jpgpre1.jpg.2f2b424226a090871bec23a29280233c.jpgpre3.jpg.a2ca432ee734e128c1ab8b6da65eed57.jpgpre4.jpg.a894571c4c4e9b22196531ab1a35dd10.jpgpre5.jpg.c9796efb965efb04524332ab49bf9d27.jpgpre7.jpg.772a80ed64a7c80ca6b3d194202d6441.jpg

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    After getting helping with texturing techniques .. i released a new Version of my trainshed :

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=932570529

    preview1.png.cef4262fbaaa7e34b06e9ac8ff2283ce.png

    preview2.png.b4673ff79449b7cf075a979ab55f8498.png

    preview3.png.5618fde42ab32ef8e149949e282dec03.png

     

    Also three new Streetart Decals are now on the workshop :

    uk_two.png.52aa5eeeb8b873116fec546a694bf682.png

    http://steamcommunity.com/sharedfiles/filedetails/?id=932520856

     

    usa_five.png.866c85062fc0ea1f0850dbbdb2fc7e96.png

    http://steamcommunity.com/sharedfiles/filedetails/?id=932513049

     

    usa-six.png.c6f1f73a608ea9032e368f6d6573d3d0.png

    http://steamcommunity.com/sharedfiles/filedetails/?id=932516956

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    I'm liking the street art.

    I noticed all your assets got an update earlier, but there was no description. What was it?

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    he matthias, thank you ;)

    i updatet the Steam Preview with a uniform Graphic. So nothing changed on the models :)

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    After a project its just before the next one ;)

     

    so i was thinking .. everybody loves Houseboats - and i saw a lot of them in Netherlands .. also some in Germany - if there is a quite place on the water - you will find a Houseboat.

    I try to use this time the colorvariation map to have some variety and i will also try to get these damm things floating *hehe* - they are intended to work as "low density residential" - so they will need all what a normal building needs. I am just a little clueless about the street connection ... but i was thinking with the pedestiran walkways in wood and the Force zoning mod it should go. If there is no possibility - the they will be just props ...

     

    preview.jpg.3c90b3bd5c34c18b421ad7a8705c5d2b.jpg

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    When looking for inspiration floating houses catched my attention a couple of times... Glad to see you have a go at them! I don't know about the maximum distance a building can be from a road to still be considered connected, I hope it's enough... Also curious to see how they'll behave: they'll probably need shallow water in order not to move too much. Great result so far!

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    Thx lost_gecko, i got the same thoughts about the road and the depth of the water - have to try this out ... i assume somewhat about 3m deep should make the trick.

     

    I have two issues

    first issue: do i have to set the pivot point in the Model at water level (bottom of the boat < 0)?

    second one :

    i want make two version of the houseboat -

    one "low Detail" with windows like each building - get a picture of glas and set the spec map to full reflect. so this one will be "easy"

     

    But i want also make a "High Detail" Version with "real" Glas and some Furniture into the Boat *simple ones* like this preview:

    preview1.thumb.jpg.a756202dfb15e3d27a148f24f1c8a77a.jpg

    i want this one really nice looking - particular at night with lights in the Houseboat.

    My question is about the Windows - as you see - this boat has a hughe windowfront ... and i want the illusion of glas. I saw the Apple Store Fifth Avenue from ronyx - so it is possible - i remeber that has something to do with the used shader.

    Also i want to ask if it is possible to get a colored glas - a slightly blue or brown glass like in modern buildings?

     

    thank you for any help/hint/suggestion :)

     

    just found ronxy video on the Stor creation. It seems there is a video for each important modding question from ronxy ;)

    anyway - thank you - i will try it out

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    Anybody knows a way to set the light intensity? i wanted some Indoorlights for my HD Model .. the standard ones (floodlight2) are still to bright.

    preview2.thumb.jpg.cb48756c614653b56eef1b2e15028598.jpg

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    59 minutes ago, Miccrosshill said:

    Anybody knows a way to set the light intensity? i wanted some Indoorlights for my HD Model .. the standard ones (floodlight2) are still to bright.

    preview2.thumb.jpg.cb48756c614653b56eef1b2e15028598.jpg

    There's no way to set it. I wouldn't use the floodlights, maybe a normal 1.

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    Have you already figured out what type of asset this is going to be? I wouldn't recommend making it floating.. because you won't be able to use props. Obviously you can't add props if you're going the floating prop way, but props also don't work with buildings that use the new floating shader. They either sink or just don't move with the asset itself. I'd make it a static asset that uses the "OnWater" placement property. If you make the footprint larger (to make it easier to connect to a road) you could maybe figure out a way to make it a working residential building.

    But however you're going to release it, I'm already looking forward to adding house boats to my cities! :) 

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    He Lee,

    tanks a lot for your suggestion  and  i think thats the way i will do it - props placing seems nicer than floating .. at the moment i try to figure out how to use the rotors shader for  semitransparent Windows for my High detail Model.

    Btw. i have problems to understand how to get the rotors shader working.

    As i understand you have to use 2 models -

    one model only with the semitransparent parts and a second one without the semitransparent parts.

    That means for my Houseboat i have to make an extra model just with the windows.

    I seperated the windows and exported them into the assets editor (just the fbx without any texture or map and also with texture and maps ) then i use this script :

    //building
    var shader = Shader.Find("Custom/Vehicles/Vehicle/Rotors");
    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;
    
    //prop
    var shader = Shader.Find("Custom/Vehicles/Vehicle/Rotors");
    var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo;
    if(asset.m_material != null) asset.m_material.shader = shader;
    if(asset.m_lodMaterial != null) asset.m_lodMaterial.shader = shader;

    when i do so i get this error :

    error.thumb.jpg.4580cc2e4c6876271730de88145e2f5b.jpg

    i have no clue what i am doing wrong ?

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  • Original Poster
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    meanwhile i finished the SD Model - but i did not found the "onWater" option - just a test - in 4 colorvariations .. the tip with the footprint was very hepfull ;)

    if you wonder why it hovers - i added 2 truncs where the boat is attached - that seems a good way if they are not floating ... i have to see how this affects the ground as soon as find the "onWater" option ;)preview3.thumb.jpg.9614980894c834caa0a182dbbc2419ea.jpg

     

     

    thx for your help to get this done :)

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    Regarding the script, you used both the building and prop versions at once, just enter the one you want to use  (in your case it would be building) :) To set your asset on onWater you have to use ModTools and here is a useful topic about the subject:

     

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    thx lost_gecko & ronyx - that was very helpful :)

     

    btw. greetings from amsterdam :

    ADAM-PRE!.thumb.jpg.8da1f22ee749236fe54c2453b0bea1a3.jpg

    coming to an end ... small changes and the firsat housboat will be released ;)

     

    ADAM-PRE2.thumb.jpg.b8ae8f21b1d1c6d977e96f0fe353e10f.jpg

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    Almost done - but i have three issues :

     

    1) when i use the script for "onWater" the model becomes a face at the bottom (under the boat)

    2) is there a way to prevent the "underWater(flooded)" icon? i got the "rusted barge" prop and it shows no icon the same time when my model does.

    3) when looking in my windows there is a plane with a wooden texture - that is not there in the model - the inner of the model is empty - it has something to do with the specular map (happend to the another houseboat model too) - anyone a idea where this comes from ...

     

    pre.thumb.jpg.fe7fb31806f0095d06d82b7349340f2d.jpg

     

    as always .. thank you for your help :)

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    9 hours ago, Miccrosshill said:

    1) when i use the script for "onWater" the model becomes a face at the bottom (under the boat)

    Not sure what you mean, but possibly you should use the NoBase shader? Also don't have vertices exactly at 0 to make sure a base is not generated.

     

     

     

    2) is there a way to prevent the "underWater(flooded)" icon? i got the "rusted barge" prop and it shows no icon the same time when my model does.

    Perhaps it's because of the AI? Maybe a residential building doesn't want to be on water, but I'm not sure.

     

    3) when looking in my windows there is a plane with a wooden texture - that is not there in the model - the inner of the model is empty - it has something to do with the specular map (happend to the another houseboat model too) - anyone a idea where this comes from ...

    That's how building shaders work, very bright specular becomes a window and you can see the floors inside, you can adjust the settings of the floors in the material properties in the asset editor.

    Or you can just reduce the specular to about 80% and it won't show the inside.

     


    Ronyx rhymes with electronics...  

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

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  • Original Poster
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    thx ronyx .. now i understand the 3d problem of mine. And the first is also solved (verticies on 0).

     

    i did a testcube (20m) and tried 4 variation of black (0,25,50,75) and finaly i understand the specuar map .. and why there is a floor in the model.

    The Gameengine renders all ~4m a floor into the reflecting zones (i.g. windows) when specular color is white.

    pre1.jpg.95d9ee61ddb9386911d852f192edceb8.jpg

     

    thanks again - you are very helpful and a valuable member of the whole community!

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    38 minutes ago, Miccrosshill said:

    The Gameengine renders all ~4m a floor into the reflecting zones (i.g. windows) when specular color is white.

    The height at which th floors are set depend on the template you use. Different growables have different floor heights, but I'm just making sure you can set that height to what you want as Ronyx mentioned, so you can get rid of it :) you can set the height of the first floor height (which is often taller than the rest for many buildings), the height of the other floors and the total number of floors.

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    What a PitA - sitting here for hours trying to understand what happend and why ...

    it is still problem 1 - something happen below the model. I tried everything - did a new testmodel - tried to take the barge as template but failed whole time.

    My model in Blender is good - nothing below 0 and i tried also lifting my model up to 50cm above 0 - same result every time.

    I am importing the Model as Park, residental building was not possible because it will disapear direct after building (no zone on water). Importing as Prop has the problem that you cant put props on it - also props dont seems to use specular/illumination maps .. or on another way .. when zooming in (ingame) after switching from LOD to Model - the whole ship is lightend - and there are no reflections in the windows. So i stayed with the park.

    i assume it could be something with the pivotpoint in the fbx file .. but these are also fine (i think so). At this moment - it is very frustrating ... *grrr* maybe someone knows what is happening ?

     

     

    base.thumb.jpg.7cc9815bd9d0673efd9007f00c2bfc72.jpg

    base1.thumb.jpg.fcb455f7d93c7173f1ab46c73c6ae5a3.jpg

     

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    The pivot point should be at 0 cm, only the model should be raised. You can reset the pivot point location by putting the 3D cursor on 0 then type CTRL+ALT+SHFT+C then "origin to 3D cursor". To avoif this you can just raise the whole model in edit mode so that the pivot point stays at 0...

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    i checked the pivot points again and tried your suggestion - pivot on 0 and the ship slightly higher .. and i got a "result" aws you can see on the screenshot ... there is now a gap between the model and the plane underneath but i have still no clue why this plane is there and why it is using a texture ..

    base2.thumb.jpg.270d6d51d03cc4ffebe88c67d3662c02.jpg

    is it a problem when Model and LOD have a diffrent pivotpoint (x/y isnt exactly the same - z is on both 0)?

     

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