Yop that's a problem with the game engine. When specular is not at 100 you get artefacts. I'm on my phone now I will explain you later.
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Level 3 commercial
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. : /
Oh and @Feinbold, please release that stegasauras pen soon - pretty please? Either way I promise you wont get complaints from me, seagulls or not.![]()
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
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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. I might need to model at least a second building from each Level before I release them.
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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.
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'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.Isn't my guide clear enough ?![]()
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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"