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Industrial shader vs. model

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Industrial shader vs. model

Postby portreekid » Fri Jan 05, 2018 8:57 am

I am making a model of Fort George. Unfortunately the shader is fighting with it.

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Is there a way to stop that except putting a big shape below the model?
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Re: Industrial shader vs. model

Postby D-ECHO » Fri Jan 05, 2018 9:39 am

Disable the shader in yor rendering settings?
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Re: Industrial shader vs. model

Postby portreekid » Fri Jan 05, 2018 11:09 am

That is only for me. I was looking for a more general fix.
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Re: Industrial shader vs. model

Postby D-ECHO » Fri Jan 05, 2018 1:06 pm

A general fix is probably not possible, as the shader does not look at objects sitting on it
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Re: Industrial shader vs. model

Postby wlbragg » Fri Jan 05, 2018 1:07 pm

If the shader is geared to land-class, maybe you could change the land-class for that area?
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Re: Industrial shader vs. model

Postby D-ECHO » Fri Jan 05, 2018 1:08 pm

Could be possible, either by re-generating the scenery with terragear or adding a custom material file
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Re: Industrial shader vs. model

Postby Thorsten » Fri Jan 05, 2018 7:37 pm

Is there a way to stop that except putting a big shape below the model?


If you have a model, you usually give it a base and don't rely on the underlying terrain to magically come out right, because it almost never will.

So what exactly is the problem with that?
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Re: Industrial shader vs. model

Postby statto » Fri Jan 05, 2018 9:47 pm

I'm assuming this is the Fort?

https://en.wikipedia.org/wiki/Fort_Geor ... 242152.jpg

Disable the shader, place the fort at its correct real-world location, and submit it.

The proper thing to do is set the land cover to grasscover for the next world build. There's currently no process for this, though. But please submit the model anyways.
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Re: Industrial shader vs. model

Postby portreekid » Fri Jan 05, 2018 10:45 pm

I submitted it with a block underneath. The block is a component so it can easily removed after WS3.0 :-D
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