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These are really cool cause why? I think it opens the door to something for modders but I can't remember what.

 

But more importantly, how do the cims get out to the floating part? I've seen them waiting on the mainland pier but that's about it.

20171019172833-1.jpg

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What I really want to see in the floating inventory... homes.

55R671f.jpg

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I really don't get why CO have talked so much about those. They added the floating building shader with Mass Transit and the boat museum. xD Using a script we've been able to do floating buildings for a while. I guess now we can pick those as templates, but if you're making anything other than a park the script is easier.

What kinda bothers me about those is that we can't seem to control how much it bobs. The larger the building, the more it bobs. And then you have parts of the building dip under water. It's a shame really, because floating is useful for a lot of stuff if only we could turn down/off the bobbing.


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I like the floating parks but to be honest I would much preferred big, functional Marinas with boats that actually sail.

Here's hoping for the next expansion, "On the Waterfront".

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5 hours ago, Avanya said:

I really don't get why CO have talked so much about those. They added the floating building shader with Mass Transit and the boat museum. xD Using a script we've been able to do floating buildings for a while. I guess now we can pick those as templates, but if you're making anything other than a park the script is easier.

What kinda bothers me about those is that we can't seem to control how much it bobs. The larger the building, the more it bobs. And then you have parts of the building dip under water. It's a shame really, because floating is useful for a lot of stuff if only we could turn down/off the bobbing.

I'm gonna try and see if any vertex colours control the bobbing

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11 hours ago, Avanya said:

I really don't get why CO have talked so much about those. They added the floating building shader with Mass Transit and the boat museum. xD Using a script we've been able to do floating buildings for a while. I guess now we can pick those as templates, but if you're making anything other than a park the script is easier.

What kinda bothers me about those is that we can't seem to control how much it bobs. The larger the building, the more it bobs. And then you have parts of the building dip under water. It's a shame really, because floating is useful for a lot of stuff if only we could turn down/off the bobbing.

They added floating group lights shaders only now. I assume this is what allows the lights or props on the floating building to actually wave together with the building, instead of remaining static. Or maybe they changed the floating building shader or something about it so props follow it, I don't think they did follow it before. I also should check out what the basement shader is for.

 

EDIT: The basement shader simply extends the base just like default building, but it leaves the diffuse instead of using the base texture, not sure what's the use case, but there you go.

652m0Ep.jpg

 

Also tried vertex paint and shader vectors on the floating building shader but nothing happened.


  Edited by Ronyx69  

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47 minutes ago, Ronyx69 said:

They added floating group lights shaders only now. I assume this is what allows the lights or props on the floating building to actually wave together with the building, instead of remaining static. Or maybe they changed the floating building shader or something about it so props follow it, I don't think they did follow it before. I also should check out what the basement shader is for.

 

EDIT: The basement shader simply extends the base just like default building, but it leaves the diffuse instead of using the base texture, not sure what's the use case, but there you go.

652m0Ep.jpg

 

Also tried vertex paint and shader vectors on the floating building shader but nothing happened.

Which vertex colors did you try?


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3 minutes ago, Bad Peanut said:

Which vertex colors did you try?

Well there are only 3 channels so i tried changing all of them and nothing happened.

 

Although the floating garbage thing has a fidget spinner inside it so probably that's the only vertex painting it uses, not sure how exactly it makes it spin.


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4 hours ago, Ronyx69 said:

Well there are only 3 channels so i tried changing all of them and nothing happened.

 

Although the floating garbage thing has a fidget spinner inside it so probably that's the only vertex painting it uses, not sure how exactly it makes it spin.

I asked the devs, apparently the bobbing is hard coded into the shader and can't be changed with vertex paint (however they did say "currently" so maybe they might think of changing it)


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5 hours ago, Ronyx69 said:

They added floating group lights shaders only now. I assume this is what allows the lights or props on the floating building to actually wave together with the building, instead of remaining static. Or maybe they changed the floating building shader or something about it so props follow it, I don't think they did follow it before.

Ah, that makes sense then I guess. So they had a reason to talk about it so much.

I really hope they change something about the bobbing at some point. It would allow us to use the floating shader for more.


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