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Problems with Shadow appears Cracks Fissure

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Beyond a certain size, buildings need to be split into multiple models, which may begin to explain the is behaviour. That said I don’t personally suffer this issue, so more likely the cause is your graphics setup.

Assuming you have a dedicated GPU and are using DirectX, try adding some post processing like Anti-Aliasing, it can work wonders. Although SC4 uses a very outdated method of drawing shadows, so it could just be that your hardware doesn’t support it well. In that case a DXWrapper may be useful. 

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    4 hours ago, rsc204 said:

    Beyond a certain size, buildings need to be split into multiple models, which may begin to explain the is behaviour. That said I don’t personally suffer this issue, so more likely the cause is your graphics setup.

    Assuming you have a dedicated GPU and are using DirectX, try adding some post processing like Anti-Aliasing, it can work wonders. Although SC4 uses a very outdated method of drawing shadows, so it could just be that your hardware doesn’t support it well. In that case a DXWrapper may be useful. 

    My Settings,Steam Version

     

    2023-03-25_220945.png.bb8ce072c88629f33a104d244da9232d.png

    2023-03-25_221103.png.04fa6f70a92f89cfc47b4a32afb6ef28.png

     

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    You want to add -CPUCount:1 to the Launch Settings in Steam, unrelated to your problem, but it prevents random CTDs.

    The information provided shows you are using the Hardware (DirectX) Renderer, but tells me nothing about your graphics hardware. Do you have a desktop or a laptop?, does it have an Intel/ATI Integrated GPU?, does it also have a dedicated NVidia/ATI GPU or perhaps just the later? If you have a dedicated GPU then it will come with a utility, for example NVidia's is Control Panel, here you can configure the '3D Settings' on a per-application basis. This is where you would set things like Anti-aliasing for example.

    Otherwise try using a DXWrapper, it can't hurt to see if it helps, instructions on that here (sorry I didn't link them before but I was on my mobile which never helps).

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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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    On 2023/3/26 at 3:45 AM, rsc204 said:

    You want to add -CPUCount:1 to the Launch Settings in Steam, unrelated to your problem, but it prevents random CTDs.

    The information provided shows you are using the Hardware (DirectX) Renderer, but tells me nothing about your graphics hardware. Do you have a desktop or a laptop?, does it have an Intel/ATI Integrated GPU?, does it also have a dedicated NVidia/ATI GPU or perhaps just the later? If you have a dedicated GPU then it will come with a utility, for example NVidia's is Control Panel, here you can configure the '3D Settings' on a per-application basis. This is where you would set things like Anti-aliasing for example.

    Otherwise try using a DXWrapper, it can't hurt to see if it helps, instructions on that here (sorry I didn't link them before but I was on my mobile which never helps).

    Thank you! There is something wrong wiht SV Terrain Mod:)

    I finally found that the fissure disappeared after deleting one ExemplarFile in "SV properties LOW ALT" ,which is related to the shadow,by Reader

    Sudden Valley Terrian Mod https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2867

    1.png.f8227840112b330641b4ae2ad0d07774.png

    2.png.61a3b6a26b22c1ce5d9169de7b8a04e8.png

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    Interesting, I am a long time user of the Sudden Valley mod and frankly never noticed this, but indeed certain buildings exhibit this behaviour at z5 (& z6, which is z5 technically). Seemingly the lower zooms are all OK, but I've not extensively looked into it.

    However, I must thank you for drawing my attention to this, because it's been inadvertently overriding my night mod. The file SV Maxis Night is also overriding it too (the PNG file controlling nite/darkness), in effect cancelling out my night mod altogether in combination with the Exemplar. Now obviously the idea was modified versions of Maxis and the DarkNite mod, but if like me you use another such Mod, you'll want to remove the second file entirely. The same is True of the Berner Oberland Mod too, which has all the same files, albeit they might be organised differently.

    Frankly the settings used in the Lighting exemplar are not something I am especially familiar with. But somewhere in that it's adjusting things leading to this effect, however I suspect it's not a bug, rather in altering one thing, there are side effects elsewhere. Some may prefer the setting, because it looks better in other scenarios and only seems to affect the highest zoom. But I certainly need to dig into this, if nothing else to merge the overrides into a single file.

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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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    Not exactly related but the shadows in my game (on this machine) are straight up bizarre and broken.

    Something else I noticed about the Sudden Valley terrain, some value set in it sort of breaks the 'reconcile edges' tool. Only the very edges get reconciled, like a few pixels worth. Whenever I want to use that tool I need to remove the SV terrain so it works properly.

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    On 2023/4/12 at 2:40 AM, rsc204 said:

    Interesting, I am a long time user of the Sudden Valley mod and frankly never noticed this, but indeed certain buildings exhibit this behaviour at z5 (& z6, which is z5 technically). Seemingly the lower zooms are all OK, but I've not extensively looked into it.

    However, I must thank you for drawing my attention to this, because it's been inadvertently overriding my night mod. The file SV Maxis Night is also overriding it too (the PNG file controlling nite/darkness), in effect cancelling out my night mod altogether in combination with the Exemplar. Now obviously the idea was modified versions of Maxis and the DarkNite mod, but if like me you use another such Mod, you'll want to remove the second file entirely. The same is True of the Berner Oberland Mod too, which has all the same files, albeit they might be organised differently.

    Frankly the settings used in the Lighting exemplar are not something I am especially familiar with. But somewhere in that it's adjusting things leading to this effect, however I suspect it's not a bug, rather in altering one thing, there are side effects elsewhere. Some may prefer the setting, because it looks better in other scenarios and only seems to affect the highest zoom. But I certainly need to dig into this, if nothing else to merge the overrides into a single file.

    I remember that I deleted the "SV Maxis/Dark Night" file long time ago,the "Readme_SV" file shows that it can only slightly reduce the redness of sunset.

    What is the main function of "SV Maxis/Dark Night" file?:???:same as simfox DN Mod?At least I never put it into Plugins folder:no:

    2023-04-19_235605.png.04be899a76c066cfb02d23a90091b7b2.png

     

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    Essentially it will act like a nite mod, because it overrides any you may have.  It’s simply a small tweak to day/nite colours in use. But, if like me you have another mod, you probably don’t want either file, since both are quite a big change over my ‘middle’ ground between MN and DN, i.e. not suitable.

    I did have my night mod overriding it, but I changed some things and kept telling myself, I’m sure night should be darker than this! As a result of your post I instantly saw the conflict and my old night mod is back.


    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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    This topic caught my attention, because I also use SuddenValley, and I had noticed these breaks in the shadow of trees (I don't have too many tall buildings) in zoom5. In fact, I moved my "night mod" (the simfox one) after SV. And no more breaks, and no need to delete [SV Properties Low Alt.dat]! I saw two "...shadow..." values heavily modified by SV compared to simfox values and I guess Mashty too - exemplar xxxx0001 in [..Low Alt...] and simfox, ... I can find it if needed. The PNG in [SV Dark Night.dat] is also "overwritten" by the "Night Mod" in this way. (although ... in fact ... it can be deleted!). So we don't lose the other adjustments of SV. !! I'm wrong ?


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    49 minutes ago, hugues aroux said:

    The PNG in [SV Dark Night.dat] is also "overwritten" by the "Night Mod" in this way. (although ... in fact ... it can be deleted!). So we don't lose the other adjustments of SV.

    Note that I am using a mod which is roughly half way between the effects of the default MN and the DN mod. But if you are using the Dark Nite mod, you might want to keep this one file, but it would need to load after the Dark Nite mod to work. The PNG simply maps the colour shading to use throughout the day/nite cycle, you may prefer the altered changes which were intended to compliment the DN mod. I can't say if it's better or if you would prefer it, but I'd check both settings and see which you want to keep, since you can keep this and deal with the shadow issue still.

    51 minutes ago, hugues aroux said:

    I moved my "night mod" (the simfox one) after SV. And no more breaks, and no need to delete [SV Properties Low Alt.dat]!

    For clarity, no one should delete the ## Properties ###.DAT file, doing that would remove the Terrain Mod. You can remove the specific Exemplar (Shadow) from inside it and then the shadow issue will no longer appear. Bear in mind, since both Masty's and SimFox's mods also include the same Exemplar (settings), you can also just load your night mod after the terrain mod to suppress the values in the Terrain mod.

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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.

    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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    warf ... yes yes, deleting this "..properties.." file is practically deleting SV!  I wanted to say, sacrifice SV for this problem of breaks. Now, what would be the properties to modify to avoid the breaks and make the [Lighting]** exemplar of SV and the one of our favorite NightMod "meet" ... ?? I've looked quickly at the values of the properties in this file, between SimCity, SV, mashty and simfox, and I'm not sure I understand the scope of each one without testing... but there's no more time... go back to work.

    ** -> 0x6534284a,0xa9189cf0,0x00000001


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    That happens because Gobias modified the parameters of the direction of the sun.

    image.png

    Put the values that you see in the image and you will see that the problem is fixed.

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    1 hour ago, Barroco Hispano said:

    That happens because Gobias modified the parameters of the direction of the sun.

    image.png

    Put the values that you see in the image and you will see that the problem is fixed.

    but how to modify the parameters to completely eliminate fissure ?:???:

    what this ExemplarFile for and is it no longer needed to removed?

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    7 hours ago, Barroco Hispano said:

    Gobias modified the parameters of the direction of the sun

    Hi, thanks @Barroco Hispano, Good point! Indeed, [Sun pitch] = 38 (instead of 45 on SC, Simfox and Mashty). The shadows are a bit longer, but does it really matter. Hop .. back to 45.
    @Buildings_Top ... to edit the .dat file, you need ilive-reader :

    Either you correct this property in the SV file mentioned, I enclose this one with the modification on the property of the exemplar [lighting]. Be careful, you have of course kept the original file just in case! .. I rename it for the occasion ... SV Properties Low Alt_modif-hug.dat
    Or (don't delete anythings  ;-) ) you use a night mod plugin which will have to be loaded after the SuddenValley plugin and which will, among other things, replace the [lighting] values of SV.

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    1 hour ago, hugues aroux said:

    Hi, thanks @Barroco Hispano, Good point! Indeed, [Sun pitch] = 38 (instead of 45 on SC, Simfox and Mashty). The shadows are a bit longer, but does it really matter. Hop .. back to 45.

    The Mashty mod actually used the Maxis Defaults for these values, but there is a larger point in all this, which is that both the SV and BO Terrain Mods conflict with Light Mods. When this happens we have two sets of properties and need to do one of four things:

    • Use one set of Properties (Exemplar) and have them override all others.
      If you don't want to mess around, this might be the simplest solution, assuming you also use a Night mod containing this Exemplar, ensure it loads after the Terrain mod.
    • Edit the Lighting Exemplar to restore the default values for these Properties.
    • Remove the Lighting Exemplar from the terrain mod.
      Note that this option also removes all other changes made by this Exemplar, some of which you might prefer to keep (I haven't looked into what though).
    • Combine the changes from two or more files into one.
      Remove/Override one file, then edit the other as desired, to create a customised Exemplar. This is the most complicated choice, you fist need to see what has changed between the two mods, then be able to understand what these settings do.

    It's worth bearing in mind too the Low Alt version of the SV Properties is not the only option/file, so this fix won't necessarily be for everyone.

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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.

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

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    On 4/20/2023 at 2:47 PM, hugues aroux said:

    Hi, thanks @Barroco Hispano, Good point! Indeed, [Sun pitch] = 38 (instead of 45 on SC, Simfox and Mashty). The shadows are a bit longer, but does it really matter. Hop .. back to 45.
    @Buildings_Top ... to edit the .dat file, you need ilive-reader :

    Either you correct this property in the SV file mentioned, I enclose this one with the modification on the property of the exemplar [lighting]. Be careful, you have of course kept the original file just in case! .. I rename it for the occasion ... SV Properties Low Alt_modif-hug.dat
    Or (don't delete anythings  ;-) ) you use a night mod plugin which will have to be loaded after the SuddenValley plugin and which will, among other things, replace the [lighting] values of SV.

    Thanks, I didn't know this issue, until today when trying some mmps, I though it was my graphics, omg thanks to all for bringing this to attention. It works :ooh:

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