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templeofdoom

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I thought I was losing my mind. Thanks. I'll be traveling the rest of the afternoon but will be checking my phone. Thanks for any information you can share. Been driving me nuts. Tried at least 10 variations of my spec map. Even changed my diffuse colors to see if that was a culprit.
 

Zed68

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Ok... I ran some tests some weeks ago, I wanted to make a dark reflective building too, and play with colored glass.

You can't get rid of the artifacts if you're using something lower than 100% specular.

The lower you go, the more artifacts you get.

It's because when you zoom out the engine tries to make a "gentle slope" of reflectiveness instead of switching from one value to the other.

I found two ways to get rid of this, one that I tested but makes modeling "a tad more complicated"... the second one... well I have to test it but I think it could work too.

First one : one huge reflective polygon, set to any specular value you want... and just in front of this polygon (a few inches) another polygon with holes in it made with an alpha layer.

I used it to make this : (WIP, I actually made this building to test this method)

6253992015032300004C.jpg



Second one... Each window uses a polygon. Quite unusable due to the high poly count this will generate... and I'm not even sure it'll work because it will be a contiguous surface. I will test it anyway, might be useful for small buildings.


We have a similar problem with transparencies. They're on or off, no inbetween... and unless you use some particular method your railings will disappear onc you zoom out or the holes you made in walls will close.
 
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Shroomblaze

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Work in progress... This took a lot of work so far to put together. I'm gonna package them up into prop bundles. + After I'm done with everything I want to do I will make even more alternative prop bundle versions mixing up the textures or using all of one type for if someone wants to make a certain type of container yard containing only one brand. If you see the small grey square at the top left of the screen that contains the first 6 big box containers and even overlaps it. That is a 1024x1024 space. So I'm gonna package these up in 1024x2048 bundles. I'm still rearranging things to make things fit as nice and neat as possible to get the most use. I kept the larger brands at 600 pixels width and smaller containers at 300 pixels.

6cJJ1Gf.jpg
 
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Shelltoe

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Apr 4, 2015
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Awesome Zed! Love those off-kilter walls that jet up from the ground at those angles.

I'm still working on that building and I was re-texturing and for whatever reason I'm getting some really nasty artifacts now on that building. I didn't use the same _s map as I did for my above screenshots, but for all intents and purposes my maps should be better quality at this point. I've checked and zoomed and checked again my diffuse and specular maps if there are any pixels or colorations that may show these artifacts but I have no idea why these keep showing up. I have a feeling their due to the specular map, though, cuz when I turn it off it seems to not show up. I did some testing earlier and I had some with almost no artifacts, I just can't seem to figure out how I did that. I wonder if my normal mapping would have any affects over how the _s gets rendered in game. Anyways - thanks for any suggestions...didn't know if you ever encountered this. Looking at the awesome reflections of your building it doesn't seem like you have this problem. : /

judging your screens you should have a look at floor count, floor height, other height settings etc too.

cool_Z's/zed68's thread regarding reflections (not sure if the values are actually correct)
some more info in the Sketchup thread
 
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Feindbold

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Oh and @Feinbold, please release that stegasauras pen soon - pretty please? Either way I promise you wont get complaints from me, seagulls or not. :D

Thank you for these usefull links :).. I have to test a few things with these mods, trust me, having 40+ Seagulls on one place is very annyoing :D.

Right now, Im about to finish the 4x4 office chain, these are the Level 1 and the Level 2 buildings (Level 3 is the Sherry Netherland). Main problem for now, as there are very few other 4x4 Officecorner buildings, you end up with citys full of Sherry netherlands. The game favors 4x4 to any other cornersize :p. I might need to model at least a second building from each Level before I release them.


render1.jpg
render1.jpg
 
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Zed68

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Thank you for these usefull links :).. I have to test a few things with these mods, trust me, having 40+ Seagulls on one place is very annyoing :D.

Right now, Im about to finish the 4x4 office chain, these are the Level 1 and the Level 2 buildings (Level 3 is the Sherry Netherland). Main problem for now, as there are very few other 4x4 Officecorner buildings, you end up with citys full of Sherry netherlands. The game favors 4x4 to any other cornersize :p. I might need to model at least a second building from each Level before I release them.


View attachment 130480 View attachment 130482

OMG !!!!!!
 

templeofdoom

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@Shelltoe - thanks for that tip. Any resouces on how those settings work? I'd love not to just enter random numbers and what not if there are resources. I've seen them, but I'm at a loss at finding anything that helps me understand how it works. I tried looking in the asset editor wiki, to no avail for any decent information.
 

Zed68

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@Shelltoe - thanks for that tip. Any resouces on how those settings work? I'd love not to just enter random numbers and what not if there are resources. I've seen them, but I'm at a loss at finding anything that helps me understand how it works. I tried looking in the asset editor wiki, to no avail for any decent information.

Isn't my guide clear enough ? ;) ;) ;)
 
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templeofdoom

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FACEPALM. Just came back to say I'm so stupid. I'm so so so so so stupid. Your guide is perfect. I clicked on Shelltoe's link before scrolling through everything and just didn't read it all. Sorry!!!!
 

templeofdoom

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BTW - have you guys made "ramps" for pedestrians on yoru buildings? Trying to get Cims to walk up a staircase but they want to walk through it. I wonder if it's because I've basically not known what these values do and "ground offset" value seems like that could be a solution.
 

Zed68

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BTW - have you guys made "ramps" for pedestrians on yoru buildings? Trying to get Cims to walk up a staircase but they want to walk through it. I wonder if it's because I've basically not known what these values do and "ground offset" value seems like that could be a solution.

It would be awesome if they added "waypoints" in the future, so we could force cims to travel a path inside and outside a custom
 
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Shelltoe

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Apr 4, 2015
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Isn't my guide clear enough ? ;) ;) ;)
it's nice but not fully evaluated i guess. have another look at your floorcount + have look at my post i linked above (which might rise new questions) would be great if we could do some more tests regarding this at some point. i asked for some more screens in your thread some time ago.

out of curiosity:
could you post some more screens with values of 0.3/5/7/40 and 0.3/5/35/40
want to see what happens to multipliers of "other height"

though i guess 40 is not correct actually. should be 10 or 11 in your case i guess.


especially buildings with offset floors can be a pain if you want to see those fake floors.
 
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marodeur

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Apr 13, 2015
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I'm working on bus stop intervals. As seen in the screenshot, above is default, buses are very close to each other. At the bottom you see it with 10 sec bus stop interval the buses are spread out a little more.
 
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