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Hi,

We have some technical issues with FLUPs.

The new modding for RHW FLUPs is based on T21 (not ploppable LOT) and we try to let automatas go down the FLUP visually.

To see automatas go down the FLUP, the LOD of the FLUP model needs to be negative. However if the LOD is negative the part under the ground is not visible IG (this is the result):

210127030219982919.jpg

210127030219982919.jpg

In order to be able to see the underground part, the sunken view needs to be "triggered" like modding a Subway station and add the FLUP as a prop:

210127030220348623.jpg

However, this is not possible with T21 modding. Therefore the question is, is there a way for a props to trigger the underground view?

 

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The Floraler

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I would love to know the answer to this myself, since I have prototypes of flexible content which hit a brick wall for much the same reasons.

I do know it is possible somehow, as in the Example shown of NOBs Sunken GLR, but also @mcdrye managed to do this with his unreleased set of sunken London Underground set. You might want to take a look at some of the information in this thread?

Hopefully McDrye might be able to pop in, since not too long ago he was around, although he's moved on to Cities Skylines modding I believe. Since I'm paging you, I'd relish the chance to try and finish off the London Underground set if you have and are willing to share the resources for them?

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

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Around here is where the technical side seems to be discussed, but overall the 12 pages contain a lot of (hopefully) useful information on this type of modding:

https://community.simtropolis.com/forums/topic/28510-mcdrye-tries-bat-again/?do=findComment&comment=1024808

  • Like 3

Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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  • Original Poster
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    Thanks for popping in :)

    It's working for NOBs Sunken GLR because each LOT is modded as a Subway station which triggers the underground view. Regarding Mcdrye, I will have a look at his topic to see how he modded each piece.

    I tried to figure out if in the properties of the Subway station, one was triggering the underground view but I could not find a specific one (might be hard coded by the game)

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    The Floraler

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    4 minutes ago, Girafe said:

    I tried to figure out if in the properties of the Subway station, one was triggering the underground view but I could not find a specific one (might be hard coded by the game)

    I have the feeling, this is indeed deep in the .exe, if you have the "subway" Occupant Group: 0x00001302, then the lot can handle Subway Traffic. The problem being, proper transit content isn't lot-based. That could be the trade off here, to make it a proper transit item, you loose the ability to work underground. It's about time I really dug into NOB's mod, since the last time I played with it I wasn't at the level of understanding I am today.

    Ultimately, the Automata is going through the ramp, but when it reaches the end of the LOD, it collides and visually disappears.

    • Like 2

    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    Posted:
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    One that goes below 0 on the Z axis, i.e. below ground.

    • Like 3

    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    Posted:
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    Little update, so I dug into the modding on NOBs set and the actual ramps/underground models are simply TE Lots as far as I can tell. There are some 'interesting' things in the modding and no actual sign of the Subway Occupant Group. But before trying to unravel all that, it appears to me there is one simple test that should be undertaken. Simply re-IDing the Prop (model) of the NAM's FLUP portals so instead NOB's RAMP overrides it. If at that point the underground parts still appear, then we know at least this can all be handled by the model itself, which in this case has a complex underground LOD.

    I'll tried to do this myself, but at first glance, there is some complexity in how these FLUP models are setup. It looks like a True 3D model is used with the portal T21'd on top and simply overriding the T21 model gives very odd results. @Tarkus, can you elaborate on what might be preventing a simple override (giving NOB's RAMP the ID of the RHW-2 Model) from working? I did correctly duplicate the 0x###30### & 0x###38### ID setup from the Prop links too, but the override model simply doesn't appear?

     

    • Like 2

    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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  • Original Poster
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    I don't understand where in his modding the subway station properties are. Because they are recognized as ELl-train station but IG they do have this subway station thing210127065728630097.jpg

    • Like 1

    The Floraler

    This is the end, hold your breath and count to ten, feel the earth move, and then...

    * * * * * * * * * * * * * * * * * * * * * * * *

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