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Miccrosshill

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

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On 2017-5-31 at 6:57 AM, Miccrosshill said:

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 :)

this'll look great if i ever get round to making a marina, although i would need more boats to make it look good! (keep making them haha)


Come follow me on Twitter @CS_badpeanut 🥜 or Facebook!

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    *hehe* i know what you mean .. and i finaly got rid of my problems !

     

    the "flooded" Problem .. using "Place-everywhere" instead of "onWater" didnt solved the problem - i used the "ruined pier" as template - and the flooding Icon was gone ;)

     

    the other Problem with faces under my model was solved by moving first the pivotpoint 10cm higher then 0 and then the model itself again 10cm (pivot still at 10cm)

     

    puhhhh that was a hard time to get there ;)

     

     

     

     

    thx again for helping & patience with me :)

     

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    StatusUpdate : coming soon - Houseboat 02

    pre2.jpg.dbf1e140744c1d986cff96870c0866e3.jpgpre1.jpg.95e92ded18056698c554986fef77e52c.jpgpre3.jpg.4601d8252762ede354b2e9c90cdaf023.jpg

    pre4.jpg.93ed4f98cb5fef81ccfd89f1e63a0729.jpg

     

    and this tiny pollar for attaching your boats ;)

    poller_marina.jpg.ba40d7181cd5142aa5ec529fae19cb5e.jpg

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    That is always the same - you start with one project and then you miss a thing that isn´t at the workshop or dont meet your expectacion. And then you start the next thing right away ;)

     

    So i missed some piers and started to make a small serie.

    1) straight pier 32m*5m    

    2) same as pier01 with 2 smaller arms (on the picture)

    3) same as pier01 with 4 smaller arms

    pre_pier2.jpg.3b68d61307bdf036bd913ac256686359.jpgpre_pier1.jpg.9382228cb7f5a8e73a49ba51800bd98d.jpg

     

    The pier is "modular" - you can set the different tips like on the picture (2 times Pier Version 2). Some texture finetuning and then it comes with the Houseboat02 this weekend.

     

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    If you ever want inspiration, you can Google image search or map/Earth Seattle's canal and Lake Union to see many, many houseboats for inspiration.

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    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

    Words to live by:
    "Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

    "Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
    "Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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    Looks great, I'm liking those piers! And for even more inspiration on houseboats - search for "woonboot" on google, if you haven't already.

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    Lake union is awesome .. this is a whole city on water - what big houses they have ... i am impressed - thx for pointing me on this Ocrams

    Also big thank you for the tip with woonboot - a lot of my inspirations comes from netherlands ones .. i was in amsterdam some times and i relocated nearly to denHaag 5 years ago ;)

     

    btw. Second pier is done .. i put some small props into the 3d model and put a color mask on them .. for a little more diversity (this is the first Variation - straight  pier):

    pre_pier3.jpg.21dbd001e2c031e34dea7503048225d9.jpg

    it would be nice to have some CIM´s walking on them - is it complicated to put walkways on them ? Otherwise i would set simple pedestrian walkways with the noPillar mod and then the pier right above them .. this way i have not to bother with a kind of stair to the street.

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    *hehe* what happen if you forgett to give the lod file a _c map ? its become wonderfull colorated ;)

    preview2.jpg.04b3ac19bff389b3a761d7aa37f628d7.jpg

    Ok, have to reimport the piers then a last test and they goes into the workshop - all three are finished with color variations ... now we need so much more boats ;)

    preview1.jpg.abdbde42535b223fc357a7fa1f071a5d.jpg

    here you see all 3 types - straight one, 2-arms and 4-arms.

     

    i am also working on some furniture for the houseboats - here a Blender render:

     

    preview01.jpg.2ac0f48c593c92cd0d56b4a07a6e93d8.jpg

    and finally a gave the creating of lights a try - but unfortunately you can´t edit almost nothing exept type, position and direction. I was hoping to get a small table-lamp - that is what i got *lol* - the light with the smallest intensity that function. I found also in the ModTools the values for Color&Intensity - but they wherent saved :(

    lamp1.jpg.c315942f6a6ae25a00cecf910b8eb7d5.jpg

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    Houseboat 03 ready for Workshop :

    preview1.jpg.ddc4c408b4d5bacdf3e079cc3c2375df.jpgpreview2.jpg.508de77089237f69c3014ff1750356b9.jpg

     

    But i have a problem with finding the Asset Ingame without "FindIt-Mod". I checked myself - it don´t appears in any category - as i used the "ruin pier" as template i assumed it was also there in the same category. But it did not. Same to the piers-assets - i tried the Asset UI Category Changer but without sucess - i tried different categories and i found never the model. Then i tried this one - that messed up the model totaly - it wasn´t loaded at all.

     

    Any tip how to get your asset in the desired category? People won´t find the assets without FindIt. thx anyways ;)

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    thx ronys - i will give it a try - i also got it with the ModTool - i did earlier a error - so thats why my model messed up ..

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    boah .. i hate modding ... sometimes - like now ..

     

    as nobody without the "FindIt" mod will find my assets ingame - i am looking for a way to change the category. I am failing the whole time .. i tried ItemClass/cat/priority -changer - i saved one asset with diffent categories and i found not one i vanilla game - you have to use findIt.

    I want this really bad for the user who don´t want to have another mod more - i would prefer to have my houseboats/piers all in the PublicTransportationShip Tab.

    I have no idea why this is so hard for me - i assume it has to do with the building AI - that don´t allow free choice of category. Also i am wondering why - when i chosse the "ruined pier" as template my pier/boat don´t appear in this category. When i imported the Furniture - i choosed the grill in the resident tab and after importing it the place where to find them.

     

    Any help on this would be sooo appreciat - i name the next Houseboat after you ;)

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    Btw, the wooden texture is the floor. Fix that by messing with the floor count and height in the asset editor


    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

    Words to live by:
    "Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

    "Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
    "Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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    1 hour ago, Miccrosshill said:

    as nobody without the "FindIt" mod will find my assets ingame - i am looking for a way to change the category. I am failing the whole time .. i tried ItemClass/cat/priority -changer - i saved one asset with diffent categories and i found not one i vanilla game - you have to use findIt.

    I don't know if it helps, but you can try it:

    1. Get ModTools
    2. Open your asset in asset editor
    3. Open the ModTools scene explorer
    4. Navigate to ToolsController > ToolsController > m_editPrefabInfo
    5. You will see the properties of your asset on the right
    6. Make sure that "placement mode" or "placement style" are set to "manual" (not "procedural")
    7. You can also change the category with mod tools. There is a property called m_itemClass. You can copy the contents from a different asset with Mod Tools (just open in asset editor), then load your asset (without closing the asset editor) and paste the value to your asset.

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    Hi there,

    after finishing the first 3 Houseboats which are all static. I am now on making some boats to get enough props for a fine marina. I found already the script from Lee Towers and i try to implement all necessary changes into one script.

    - changing shader to floating

    - heightmap/Watermap required

    - placementmode on water

    - change BuildingAi (what seems not to be necessary)

    I started with the script from Towers from his tutorial for floating props.

     

    var asset = ToolsModifierControl.toolController.m_editPrefabInfo as BuildingInfo;
    if(asset == null)
    { Debug.Log("Error: Not a building!"); return; }
    asset.m_requireHeightMap = true;
    asset.m_requireWaterMap = true;
    asset.m_placementMode.value__=2;
    
    // this line gives an error - but without it - you still got a floating boat
    // asset.m_buildingAI = DummyBuildingAI;
    
    var shader = Shader.Find("Custom/Buildings/Building/Floating");
    if(asset.m_material != null) asset.m_material.shader = shader;
    if(asset.m_lodMaterial != null) asset.m_lodMaterial.shader = shader;
    Debug.Log("Success!");

    asset.m_buildingAI = DummyBuildingAI; -- for what is this needed?

     

    Am i also right - that with this new script you don´t need an wrapper (like in towers tutorial)  anymore? I did a test with a Boat and the script and ingame i had a floating boat! Also the Model isn´t disapeared after running the script (like mentioned in Towers tutorial).

     

    Can you confirm that?

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    3 hours ago, Miccrosshill said:

    asset.m_buildingAI = DummyBuildingAI; -- for what is this needed?

    this is an asset AI that doesn't need road/services or anything, purely decoration (so perfect for boats) it means you can place it anywhere. The international airport uses this AI for the sub buildings within it.

    3 hours ago, Miccrosshill said:

    Am i also right - that with this new script you don´t need an wrapper (like in towers tutorial)  anymore? I did a test with a Boat and the script and ingame i had a floating boat! Also the Model isn´t disapeared after running the script (like mentioned i


    The new Floating shader is a building shader, not prop so now you won't need a wrapper. Wrappers were really only needed because old boats were props and couldn't be placed without being inside an asset (at least without any mods to help). this building means it is an asset, and it has an LOD model too (props disappear after a certain draw distance)

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    Come follow me on Twitter @CS_badpeanut 🥜 or Facebook!

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    Thx for explaining Bad Peanut :)

     

    Now may i present .. the dream of any Cities Mayor *hehe*

    13m Speedboat (High Detail) :

    pre1.jpg.f47151f4976716dd149476f9449eedc2.jpg

    pre2.jpg.a6292178b4ac62465021d1e68f6b7923.jpg

    8m Laser Class Sailboat (laser Class is usally smaller - but for a better look i scaled it up):

    pre3.jpg.578b2a3365bbc5dcb4063d0ca297ef42.jpg

    pre4.jpg.36312cce2b0b991d331aa36846a23216.jpg

     

     

    All boats floating thx to the new shader :)

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    Me again,

     

    i encounter a stange issue with the new floating shader. As i understand the pivotpoint determine how deep the vessel lays in the water (waterline). This works for me but he still render ingame extra faces that i did not understand.

    this is my model in Blender:

    base1.jpg.f532f481ebeb8192e01087b1df641d4f.jpg

    As you see - the whole model is above 0 - the pivotpont is there where i want to have the waterline. when importing all looks fine - no extra faces in preview and in the editor - the ship is where it should. but inGame it has extra faces where the pivot point is located :

    base.jpg.1c7106b4a2b04878e5b202d449a4780e.jpg

    as these new faces takes also textures - this looks some kind of weird - anyone who can help? I tired severall things but without success.

     

    thx

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    When people say above 0, they mean above the pivot, because for the mesh the pivot is the 0.

    Faces that end at 0 or very close to 0 will generate a base like that.

    Move the pivot or the model so that nothing is at 0.

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    Ronyx rhymes with electronics...  

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

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    Thx Ronyx - now i understood how the thing is working :)

    As little present for your support - i named my speedboat after you ;) Hope thats ok :

    pre6.jpg.11234fe46fdc0d1f84d93881f3a52071.jpg

    And now my Boats are floating without any weird faces ;)

    pre5.jpg.801cf1ec262030f71b7beb236a738ed9.jpg

    Coming next :

    Laser Class sailboat

    floating Pier

    Boat Trailer

    Boat Crane stationary

    Boat Crane Mobile

    more boats

    Floating Versions of the Houseboat (maybe now you can attach Props to floating Assets due the new shader for buildings)

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    yeah i was thinking the same - it would be nice to have them sailing and driving trough the canals ... i never did a ferry or a ship for routes - maybe the shipconverter should do the trick - but i will definitly look into ;)

     

    btw .. wip:

    floating Pier:

    preview4.jpg.c42d685e60b3611524800c3c24512932.jpg

    Boat trailer:

    preview3.jpg.6c4a94f38ae4e7c613091acbda04dfa2.jpg

    have to finish some finetuning on the textures (concrete too bright .. etc.) the i will release a small "marina" pack - more ships coming soon. Also i am looking for a way to make some Citizen [props] for the marina .. perhaps i got them swimming (floating) - but some sailors, sitting people and such stuff for all the boats ...

     

     

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    These two are for detailing only - they have a too high tris-count to use as a filler for marinas.

    Use them to set accents to your city.

    Low Poly Boats for filling are coming.

     

    Release : floating Sailing Ship 01 - http://steamcommunity.com/sharedfiles/filedetails/?id=947286991

    swt_sailboat01.png.07180f6c459949e855c8c3efa2af1c5d.png

     

     

    Speedboat 01 : http://steamcommunity.com/sharedfiles/filedetails/?id=947297599

    swt_speedboat01.png.0b407f129332070f5784a55766da6102.png

     

    Floating Pier - http://steamcommunity.com/sharedfiles/filedetails/?id=947425570

    swt_floatingpier.png.da8404b53c6cc4eab9132bd5671c900c.png

     

    boat Ramp - http://steamcommunity.com/sharedfiles/filedetails/?id=947544612

    swt_boatramp.png.ef34326b8f82b729e93f1da4206ceb20.png

     

    and the last one for today :

     

    Boattrailer : http://steamcommunity.com/sharedfiles/filedetails/?id=947577703&searchtext=

     

    swt-boattrailer.png.dbcd9a16a48bb1ae5daaa5bcb7677970.png

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