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AmiPolizeiFunk

Does anybody else get triggered by the Panda Zoo?

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I really love this asset, but the broken overlapping orange flickering texture under the walls just drives me crazy. Anybody else?

zSGzLrZ.jpg

Think it would be hard to fix? I'm a bit intimidated by all of the custom animations on the bears and stuff. Would all of that stuff still be there if you tried to export the asset and reimport it with template props reload button ticked?

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Looks like the auto-generated base because the mesh has things ending at 0, and then later was changed to the NoBase shader...

CO QA lol

You could reimport it completely and see if it works.

Or you could just import a new building with only a fixed main mesh (the vertices at 0 moved a bit up or down) and save it.

Then load the panda pool in the asset editor without reimporting anything (using mesh and props from the template as is) and then copying the new mesh over to this with mod tools and save it.

You could see if the panda pool has sub meshes or are those pandas part of the main model?


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  • Original Poster
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    No idea, all of the pandas have custom animations... they roll around and walk about and swing on a swing n stuff. 

     

    Cute lil' pandas.

     

    They deserve a non-flickering busted-ass enclosure.

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    I just posted this on the official forums - hopefully we'll get an official fix (though that'll prob be months from now). Definately not pretty! :S 


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  • Original Poster
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    CO responded to my tweet with an altogether different line of reasoning

     

     

    Is it just me? Or does everybody see it?

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  • Original Poster
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    I just bulldozed it and replopped it (sometimes assets update on their own, sometimes they don't), and whaddaya know... fixed! I remember plopping many of them on the release day and they all had the problem. It must have been updated at some point, right?

     

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    No idea. I never had that issue.

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  • Original Poster
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    Just to follow up on this... after struggling with my sunken stadium, I know exactly what I was seeing now: the Panda Zoo is a sunken pit that uses the NoBase shader to render the underground stuff. As @Ronyx69 mentioned, there is still a base created, but instead of getting the concrete texture, the NoBase shader uses your diffuse texture. It will map those game-generated base triangles to your diffuse texture (to the edges/bounds) as it would to the underground concrete texture. So when you see flickering colors (orange for the Panda Zoo), it's the base geometry fighting with your intended geometry. The trick to avoiding this is to not have overlapping textures, and to understand where the game will create its base geometry.

     

    I'm still thinking that CO must have noticed this too, and must have updated the Panda Zoo asset at some point. Is there a way to check the dates on vanilla assets? Can we see the vanilla .crp's somewhere?

     

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    10 minutes ago, AmiPolizeiFunk said:

    I'm still thinking that CO must have noticed this too, and must have updated the Panda Zoo asset at some point. Is there a way to check the dates on vanilla assets? Can we see the vanilla .crp's somewhere?

    They are not .crp. They are packaged into the .assets files located in /Cities_Data which can be browsed and extracted using Unity Assets Bundle Extractor.

    You must know the name of what mesh or texture you're trying to extract, sometimes they're just called Mesh01 or something so it's difficult to find. 

    It's likely the panda pool is in one of the latest assets files, like 50 - 60.

    I'm not sure you're going to see dates in there though.


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