I guess it’s possible to use the construction script to do this. You could place the plane and create an extra gizmo that when dragged will create new instances of the plane at the right location. I think this would be a good enhancement for the future. Having an option to cap the wall at each end using the right planes too would be good.
Jacob mentioned earlier that plane_wall_3x2 and plane_wall_3x3 are the tiling walls, are those walls tiling badly for you when you use 10 point grid snapping?
I think what happened here is the original release was slightly off-scale and all the meshes were scaled up by 1.3 or thereabouts.
I’m hopeful that if you detail the affected meshes Jacob will fix 'em up for us.
Thanks for all of the responses everyone. It is ok I don’t take it is anything personal or an attack on my work. Again I absolutely apologize that you are experiencing issues with the pack TooManyfps. This is absolutely my fault for not having up a video yet on how best to use the pieces in conjunction with one another and what piece fit into where and why things are the scale that they are. I still plan on making a video to lay this out for all of you on the quickest and best ways to use this pack. I would have completed the video much sooner, but unfortunately I am still working a full time job and doing the Marketplace on the side when I am available. So I thank you all for your patience in me getting this video out to everyone and hope in the mean time you are all happy with the support I am providing, because it’s very important to me that you guys are happy with your purchase. Let me try to help a bit on here for now until I can get up a video explaining in more detail.
The first image here is to help to show how best to place the store fronts next to each other.
The scale convention is not the same for the “Store front pieces” or for the “store upper windows pieces” as are the sizes for the “upper windows” which go at the top of the building past the store fronts. That is because as mentioned in the above image, the store front pieces only belong together and the store upper window pieces only belong together all with beams and columns placed between them because of the “style” of the building I was going for. This is how the pieces are used for construction. It is not to say that you CAN’T use the pieces in any other way, but if the way that they are placed together does not look good or tile properly, then please feel free to use these as a guideline to help. Proper use of assets and pieces can be found in the Demo_Scene map.
And I was wondering if you were having issues with the textures tiling incorrectly on the assets meant for tiling? As mentioned before, plane_wall_3x2 and plane_wall_3x3 are the tiling walls, so if these are tiling badly then that is on me and I will definitely be sure to look into it, but I believe they should be working ok?
I will be providing more images and more help on scale convention and naming convention shortly, but am a bit tight on time at the moment. I would definitely like to help clarify a bit more what pieces are made to work with each other and how things can be placed more neatly. Thanks again for your patience. I hope this helps!
Yes, for this pack I tried to make it fit a very broad range of platforms and so overall the pack is much more optimized. I would be able to include the heightmaps to the textures in a future update and possibly create some tessellated material instances that you can overide on the assets if that sounds of interest to you?
Very much! With the material pack, I could generate an LOD material, so that at far distances, it would only have the material as it is, and at closer distances, the materials would pop out more and be more useable in my projects.
Just bought this pack looks awesome so far, but I really wish there was a tutorial on how to make roads though. If anyone knows of one I would greatly appreciate a link.
He has “stickers” that function as the separator lines of a road that are laid out on top of the landscape plane which is dark black. The side walks are positioned in such a way on top to make the plane look like the width of a road.
In short, there aren’t any real roads in this pack. There aren’t many options for snap down roads available in general. The Quantum Theory pack has some roads avail which are re-usable, since they’re BP based, mostly for highways. There aren’t too many variations in terms of LOOK but its quick and easy to snap some together, but you can check the screenshots to see what they look like. The urban city has a spline approach, those roads are very clean looking, almost too clean and aren’t as easy to set up since you need to know how to use splines and move them around. Because they’re splines though, you can make the shapes however you want easier than fixed assets, but can be a real pain with collisions and visuals when you want to make non-flat roads like highways that go up and down with on ramps and stuff, there is also good looking crosswalk and road paint with this one.
Either way you’d have to buy another pack in order to use them. If you want to try your approach with the stuff in the Modular Building set, you can create a BP, add a static mesh, make it a long rectangle, and apply the road mat that comes with it. Then look for the “stickers” that represent the road lines and add them to that BP spaced out however you want. You won’t really be able to make bends in the road though unless you get creative with the shapes and make various sizes of the BP, it can get tedious with this method.
reeeen4, as thankstipscom mentioned the pack doesn’t really have roads. It has “roads” but because of their limited abilities I didn’t advertise them too much in the pack or call this a “City Pack” as it focuses a lot more on the buildings themselves. You can checkout the demo scene to see how the streets were built and if what you see is efficient for your needs, then feel free to replicate the construction process that thankstipscom mentioned. Or you can simply duplicate the already built roads that are provided with the pack as well. I’m glad you are enjoying the pack and thanks for the compliments! At some point I still hope to put together a quick “Tips and Tricks” video for this pack to show people the best and easiest ways to make buildings with it, but it will have to wait until I can find more available time away from my day job. Thanks again
Been an excelent pack, but as one request would be nice to have lods for the meshes. Have been adding those myself using blender, but especially the brick walls with windows loose correct material ids making the walls blink into wrong material at distance. The windows and storefront end up having too much polygons when looking far at them, if not adding lods.
I’m glad you have been enjoying the pack SaOk. Thanks a lot for the recommendation and I absolutely agree with you that this could be a nice improvement to the pack. I will add it to my list of possible future updates for the pack. Thanks again!
Hey there, thanks for your work.
However when I play the demo scene, even with no lighting, im getting fps spikes and lagging.
How do you suggest I fix this?
Hi ilich!
Thank you, I really appreciate that you feel so strongly about my art work
I have actually! I think it would be a lot of fun. I don’t know when I might be able to do it, but I would love to try someone. I will always be posting updates to what I’m working on here in the forums, so keep an eye out and maybe one day you’ll see it
Wanted to check into this. Did you ever get anywhere to adding height maps to the materials? I think with the 4.13 release and improved performance tess would really make these assets pop.
Yes, so I still have all of the heightmaps already created and ready to be implemented into the building set materials. I am simply still trying to find the time to add them back into the pack.
Very soon this will be my top priority, I just have a few things still on my list as well as some improvements for the Procedural Nature Pack as well.