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Shroomblaze

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Mar 8, 2015
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Ok so I'm trying to fix an issue I'm having with ground clipping. I'm using the zen garden as a template because it allows my model to conform the terrain instead of making concrete cinder blocks everywhere which just looks ugly and totally destroys my model.

The problem I get when conforming to the terrain though is that I get all these extra faces which uses the top portion of my diffuse texture. I tried to fix the problem by extending the model down farther into the ground and setting my axis at 0,0,0 so that anything below could just extend downwards and fill those empty spaces which the game is trying to render with my texture I guess. When I did that however the model did extend down into the ground but the game is still trying to render extra faces for some reason and you can still see part of my texture that shouldn't be there. You can see in the bottom image in 3dsmax how I've extended everything down below the surface plane.

Does anyone know what I could do to fix this problem? Thanks :)

EDIT: I realize the game will create those extra faces and use the full length of my diffuse channel starting at the top and working its way down as the bigger the face is. Now if there is a way I can somehow hack/mod the asset to use a specific part of the diffuse texture to render that extra stuff that would be a nice fix, I could then just say use the concrete portion of my texture and that would be good enough for me. Hopefully someone knows how to do that.

There is one way to fix this issue and that is to make a large portion of the top of my diffuse texture the color I want that extra stuff to be. But I'm really hoping that I don't need to move a bunch of stuff around and honestly I would much rather and a better solution that doesn't require me wasting so much texture space on a simple concrete texture.

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Yes I have, and using a template that uses cinder blocks is out of the question. It destroys the model in every way. This is my only option, this only occurs on hill sides/ uneven ground. Everything looks good on perfectly flat ground but I know that the end user won't stick to that and will end up placing these anywhere and then they will see that and I don't want that to happen. I guess I will have to make the top portion of my diffuse concrete after all cause I want to get this thing uploaded already.

@CO_Dae Is there a simple solution to this problem that I'm not seeing? Possibly using mod tools to check an option or using an hex editor to change the uvw map cords? I would love to just designate a portion of the texture map specifically for that game generated faces or even just set a certain color for if I cant change the texture cords.

The way it is now I have to reserve this much space at the top of my texture just so I wont see random colors...

P.S. If you do happen to read this, is there a way to turn off the swaying animation for trees using mod tools or hex editor? If not is there anyway you could add it to the options in the future?

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Had a similar issue when I did my modular runway models, in the end the only way I could resolve it was to make the model slightly thicker on the base (and then texture the sides sticking just above ground like your model).

I recall off hand if I also had to use ModTools to flag the m_flattenTerrain to on and the m_clipTerrain to off. The flatten terrain thus then levels the plain so your model looks correct and the clip terrain I recall is what causes those giant concrete plinths it sits on (maybe incorrect there, but I know the model works anyway)