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toxicsludge77

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Nov 25, 2015
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More DayZ buildings on the way!

Supermarket
R9rFDTU.jpg


Hangar
WhSuBNn.jpg
 
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Steve B.

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Thx,... juniors?

I thought you were from Brooklyn; everybody in Brooklyn knows Junior's

Home of the World's Most Fabulous Cheesecake
Our landmark location restaurant is located on Cheesecake Corner and Harry Rosen Way--aka Flatbush Avenue EXT and DeKalb in Downtown Brooklyn. Since 1950, the original Junior's features a fun and friendly atmosphere with Brooklyn memorabilia, a full service bar, and extensive menus for breakfast, lunch, and dinner. Our famous bakery is still in operation with fresh baked rolls and danish all day long.
Visit us to enjoy overstuffed deli sandwiches, famous 10oz. steakburgers, fish, ribs, chicken and, of course, our extensive dessert selection featuring the World's Most Fabulous Cheesecake. Almost any day of the year, there's a family at Junior's celebrating a birthday, an anniversary, graduation, homecoming--you name it. Come visit us and have a taste of Brooklyn history.

https://www.juniorscheesecake.com/blog/restaurants/brooklyn/
 

Steve B.

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Oh hehe, no im not from brookyln. Well maybe I can model it as a 2x4, the original building is bigger than I want my buildings to be^^.

Actually 2x4 isn't far off. The building is rather small on the Dekalb ave. side and longer than the 4 unit limit will allow on the other; but that includes the bakery. The restaurant isn't much bigger than 2x4. Just make it a corner building.
 

JRSly

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Back to working on my cemetery stuff. As discussed earlier, I thought I'd try creating groups of graves all as one FBX file instead of assembling cemeteries with individual graves in the Asset Editor. It seemed like a great idea, I wouldn't be hitting the prop limit so quickly and figuring out good looking spacing and being consistent was a lot easier in the 3D program over trying to do it in the Asset Editor. But I hit a snag...

HUv8Irc.jpg


I created small plots that were 2x2 cells and then combined them in the Asset Editor to create a 12x8 test cemetery. But the game interprets the ground planes from SketchUp as a hard floor and "buries or raises" all the graves in each prop accordingly. Which I suppose makes sense, it wouldn't know in a single FBX files that all these separate entities are supposed to behave independently. Is there a workaround for this? I read about soldyne's trick where you can use the Japanese garden as a base and that will let your asset conform to the terrain but it only applies this to the 3d model you've imported in, not the additional props you may add. And so you end up only having a 2x2 cemetery...which is no better than the parks I was making in the very beginning. I'm starting to think that even if it might be a bit more convenient to have a couple 8x8, or larger, cemeteries to quickly stick down, it's not worth all this hassle. Unless I hear about a fix I haven't come across, I think tomorrow I'll go back to the plop-anywhere-parks I was working with in the first place and leave it at that.
 
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JRSly

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Do you use ModTools? There are 2 settings in there which might help you out: m_fixedHeight and m_flattenTerrain. With both of those off the building should follow the terrain. At least I had success with my growable strip mine.
I haven't used it before though I was planning on it, so I could put these objects in the cemetery category in game. Could you tell me where to find those settings? It's a bit..uh, overwhelming..for a rube like me.

Ryno, that could be a possibility, though with the Japanese Garden workaround I'm running into more ground ruining...but if Mod Tools fails me I might go down this path and see how it goes.
 

JRSly

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Phew...I gotta be getting close, it's almost there. The FlattenTerrain and FixedHeight were no go's, neither of them were on and causing issues. I did make one large plot and import it as a single FBX to the Japanese Garden park, and I have a large terrain conforming cemetery! But... The problem is that ol' ground ruining popping up uninvited again, it seems(as a vanilla game default) unavoidable when making any custom asset starting with any "building"...even a park.

tCbNDDM.jpg


I figure surely there's a checkbox for Ruining in Mod Tools but I couldn't spot it myself.

It's like there's 4 or 5 ways I can approach it, and each has it's own unique little hangup that thwarts me.
 
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BadPeanut

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what happens if you have each grave stone floating 0.05m above 0? will they all conform to the ground but all be that height above the ground or will they remain at the static height and not follow the ground? The ruining only happens because the model intersects the ground plane so if the graves aren't touching the ground they won't make the ruining patch
 

JRSly

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what happens if you have each grave stone floating 0.05m above 0? will they all conform to the ground but all be that height above the ground or will they remain at the static height and not follow the ground? The ruining only happens because the model intersects the ground plane so if the graves aren't touching the ground they won't make the ruining patch

Woooonderful! That did the trick. Now I'm in business and the assets should be online soon. What a great tip to remember in the future.
 
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BadPeanut

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Woooonderful! That did the trick. Now I'm in business and the assets should be online soon. What a great tip to remember in the future.
you might even get away with a smaller gap (if there is noticable shadow under the grave) maybe try 0.001 and see if that still counts as intersecting the ground (it shouldn't and it'll look virtually like it's sitting on the ground)
 

boformer

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Working on my Network Skins Mod. Module 2 is almost ready for release:


Here is the Road Map:

DONE | HIGH-PRIORITY | LOW-PRIORITY

Module 0: User Interface
  • Static GUI for pillar selection (done)
  • Dynamic context-sensitive GUI (done)
  • One-click presets saved by the player
Module 1: Pillars
  • Replace pillars of elevated transport networks (done)
  • Replace pillars of bridge transport networks (done)
  • Replace pillars of power lines (depends on Module 4)
Module 2: Props and trees
  • Experimental Feasibility Study (done)
  • Serialization System (almost done)
  • Select tree type of decorated roads (done)
  • Select street lights (done)
  • Option to disable decals (direction arrows)
  • Select other props
Module 3: Segment textures (e.g. cobblestone roads)
Module 4: Segment meshes (e.g. custom bridges)
 
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JRSly

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you might even get away with a smaller gap (if there is noticable shadow under the grave) maybe try 0.001 and see if that still counts as intersecting the ground (it shouldn't and it'll look virtually like it's sitting on the ground)
I played around with it on some other cemeteries and it appeared that 0.05m was in fact the limit, even going as high as 0.04 still created the ruining. But that's fine enough for me, some of the graves occasionally get a crack of light beneath them but it isn't very noticeable at all if you aren't staring and waiting for it.
 

Ryno917

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Working on my Network Skins Mod. Module 2 is almost ready for release:


Here is the Road Map:

DONE | HIGH-PRIORITY | LOW-PRIORITY

Module 0: User Interface
  • Static GUI for pillar selection (done)
  • Dynamic context-sensitive GUI (done)
  • One-click presets saved by the player
Module 1: Pillars
  • Replace pillars of elevated transport networks (done)
  • Replace pillars of bridge transport networks (done)
  • Replace pillars of power lines (depends on Module 4)
Module 2: Props and trees
  • Experimental Feasibility Study (done)
  • Serialization System (almost done)
  • Select tree type of decorated roads (done)
  • Select street lights (done)
  • Option to disable decals (direction arrows)
  • Select other props
Module 3: Segment textures (e.g. cobblestone roads)
Module 4: Segment meshes (e.g. custom bridges)

AWESOME stuff! Couple small questions

- When you select 'none' for trees on roads with trees, do you still get the reduction in noise pollution?
- Is it possible to create new street lights? I seem to recall earlier on you said you were having trouble with that. Really hoping it's possible :)
 

boformer

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- When you select 'none' for trees on roads with trees, do you still get the reduction in noise pollution?
I guess.

- Is it possible to create new street lights? I seem to recall earlier on you said you were having trouble with that. Really hoping it's possible :)
That's a goal of this mod. Any prop can be used as a street light in theory. The only problem is that it is not possible to add light effects to them. I'm planning to create a mod for that as well. It will work like the sub-buildings enabler: When the mod is disabled, the light effects of the props will disappear.
 
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