Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
@Delta thanks for bug report, I'll see if I can fix that too. Sorry for taking so long to reply, been away for quite some time due to RL issues.
Despite your documentation says "NightTime" will toggle the shader on during night the logic seems to be reversed (the shader shows up during daytime).
The same applies to "DayTime" - using this keyWord the shader shows up during night time ;)
So either the documentation is off or the logic is inversed.
Best regards!
I think my "issue" is a non-issue by now...additive shader is working as it should. since the shader asset used by those buildings are props, I tried to increase the prop render distance on ULOD and the lights can be seen from distance now. It might be ULOD overriding the render distance of shader asset props on next load. thanks a lot for supporting mate
Can you upload your output_log.txt (or just that assets report bit) somewhere? I want to see if the props are being detected properly (they should be listed in the report as `PropInfo`).
CITIC has the light as part of its sub-buildings (setting is 22 6 20 1): https://imgur.com/QKGVfZL , all in 1 crp archive
Torch however has the lights attached as props instead (setting is 18 6 420 3.2): https://imgur.com/FGx6vYX , where the main building is one crp, and the light shader mesh is in different crps (different light color different crp)
So I played around and plop one of the lights used by Torch via Find It! since it's a prop, and the building lights up! Reloading save goes into the same glitch faced initially, but removing the lights light the building up again. Do you think it's the problem with asset's design instead?
tried to peek via mod tools but I don't see any difference in properties other than general stats. not sure if it's the problem with the building mods themselves or not, like the variables to be used for shader being defined wrongly or something. but since you can't reproduce it I'm not even sure now. maybe some mod conflicts that we aren't aware of.
https://imgur.com/a/RaByA5V
the buildings I've highlighted previously still aren't being lit up viewing at distance. so I've tried re-plopping a building with such issue and as it turned out the new building worked fine, until the game is reloaded (save -> exit to desktop -> reload game -> load save) where same issue persists on the new building as well.
- Asset scanner 2x faster
- Asset report 3x faster (thanks dymanoid!)
- Fixed render distances being overwritten by Level Of Detail game setting
- Fixed render distances sometimes being set smaller than asset defined
most of these assets that turn off away from default LOD distance were usually created by OFFICIALSAURON. https://steamproxy.net/id/gby0221/myworkshopfiles?appid=255710&p=1&numperpage=30
notably:
Elite Residence - Dubai
Ocean Heights - Dubai
Damac Residenze - Dubai
Marriott Hotel & Suits - Dubai
for performance, i've recorded around ~1fps increase on new game due to many other mods that impact performance from other areas resulting in some forms of diminishing returns, but a performance increase nonetheless.
Reason: Old additive shader would update every shader every frame. So if a shader was always on, it would get re-set to on every frame. This beta version doesn't do that: for always on shaders, it only sets on at the start (when city is loaded) and doesn't alter them again for rest of game.
On props the effect is toggled using the following parameter:
Tool Controller > ToolController > m_editPrefabInfo > m_illuminationBlinkType
There are some blinking speeds/types available like None, Blink_050_050, Blink_025_025 and probably other values.
Background: I'd like to use the blink type on my vehicles submeshes to create more realistic beacon/strobe light effects (like you got from LEDs irl :) )
Thank you for looking into this!
@ [Delta ²k5] It might be possible, I'd have to check. If you can provide details of how normal props achieve that effect I'll take a look. Also, in v2 (already in development) I've added ability for _moddable visibility toggles_ - for example, shaders could be turned on/off based on weather or other factors. It would be trivial (once v2 is done) to add a blinking effect, although not sure yet how to handle ratio of on vs. off time...
@ garfield007 w00t! that's a decent fps increase!
Also thank you for improving this mod! :)
https://imgur.com/a/USwtZNf
Did you notice any performance improvement over the original mod?