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Kearsarge

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About Kearsarge

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  1. I got stalled by the same problem on a road I was trying to make. I hope someone has some wisdom to share!
  2. Double-Sided Shader?

    Thanks, that's a perfect example! I'll take a look. Thanks for the help!
  3. If it helps, I've been toying around with 2.5m lanes recently and have had good luck. No standoffs or problems so far, even with industrial vehicles.
  4. Double-Sided Shader?

    No wonder I couldn't find any information on it if it doesn't exist. Too bad. Thanks, yeah, I'll take a swing at using alpha. I'd been avoiding that, as I always seem to struggle to find enough space in the texture map. The rest of you guys always it seem so easy to get such detail in such small maps! And maybe a swaying crane would sell if I wanted an old and rickety feel... Thanks, Avanya!
  5. Hey, everyone. I've got a shader question I'm hoping someone might be able to help me with. Can anyone tell me about how to use a double-sided shader for a new building/prop I'm working on? I've used the shader switch script and tried all the building shaders from Ronyx's list without any luck. I've heard someone mention double-sided shaders somewhere on here, but I can't seem to dig up any information. This is for a new a new shipyard crane that I'm working in, and I'm making my first foray into doing a lattice structure for the boom. To minimize triangles, I've modeled the boom's structure members as flat surfaces instead of closed tubes (each member is two surfaces placed perpendicular like an L, so no viewing angle sees it edge on only). This means that invisible back faces make half the boom disappear. I'd rather not have to model it as closed, if I can help it. The boom is already the majority of the triangles for the model (566 out of 4411 total) and I don't want to make the situation worse. Images below, just quick renders out of Maya without any texture. Thanks in advance! -K
  6. Hey, I'm getting a very strange behavior in updating my asset, hoping someone can help me out. I created a shipyard asset for the workshop, and gave it RICO settings, and originally it worked just fine. Recently, I noticed that the RICO function had disappeared. Last night I looked at the asset in the manager and found that the RICO xml file was missing from the content folder. I added it, according to the RICO instructions, but the update didn't seem to take as the RICO still doesn't work and xml the file is gone. I didn't touch the crp file. This morning, I found a commend on the asset saying that the update has broken a savegame. I feel terrible. I worry that in trying to update the asset, I corrupted it. Today, I tried to repair the update, and it won't even show the preview image or open the content folder. Has anyone experienced this? Should I delete the asset from the workshop to prevent it from corrupting other saves? Here's the asset: http://steamcommunity.com/sharedfiles/filedetails/?id=1112953841 Thanks for any advice.
  7. This happens to me a lot. I've found that this means there is an error in the geometry, possibly something very hard to find manually. I use Maya, which has an automatic cleanup tool that always does the job. I don't know Sketchup, but maybe it has a cleanup tool that can automatically search for typical problems like 5+ sided faces, duplicate faces, concave faces, and short edges. I think Blender might have something that can do this, but I don't use that either so I'm not an expert. Hope this helps!
  8. Thanks for the advice, both of you. Some part of me was hoping to avoid that kind of dependency, but I guess that's what you have to do. Good tip on the looking at/away factor, Ronyx, I didn't know about that. Also, I love you work, both of you. Keep it up.
  9. Hey, Everyone! This is my first post about my first asset. I've recently uploaded my first asset, and by design its huge. Its a large gantry crane, often found in shipyards (hopefully soon to be integrated into a shipyard asset I'll create): https://steamcommunity.com/sharedfiles/filedetails/?id=1091998588&searchtext=shipyard+crane Commenters are asking for a prop version, Which I would like to be able to provide, but the game's prop LOD distance definitely isn't suited to something this big; you have to be nearly inside the model to get the high-resolution version. I thought seeing the LOD most of the time just looks bad, and at really large distances, it outright disappears. Is there a way to change the LOD distance for props? I've edited the "m_maxrenderdistance" setting, though it seems to automatically reset. I found a comment from Boformer explaining that the LOD distance is defined by the asset surface area. Are people creating huge invisible underground blocks with large props to increase face area, or is there another way to edit the distance I haven't found? Do I need to improve my LOD model and live with the small distance? Thanks in advance for any help or suggestions. Clearly, I'm relatively new to this, so anything, no matter how basic is useful.
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