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Change in colour.... Can anyone explain this?

Started by callagrafx, March 27, 2013, 04:23:22 AM

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callagrafx



The model is identical in texture and lighting to the corner piece, and is the same LOT as the horizontal pieces.  It looks the same as the pic in every rotation.  The land is completely flat and there's no base texture underneath as it's an overhanging prop with ground model set to false.  Although funnily enough, the lighter pieces are basically right, texture and brightness-wise.  It's definitely not a render issue, as the two pieces are in the same file.  Game graphic settings are all ramped right up too, and running in hw mode (software mode looks just the same).  I have Simfox's night & day modd which I've removed to no effect.  It's only when the pieces are plopped in that orientation that the problem occurs.  I've tried rotating the area, no change.  I've tried plopping from N, S, E & W and the same result ensues. 
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

cogeo

#1
Did you check if luminosity of the textures of both (exported) models (corner and middle) is the same?

callagrafx

Quote from: cogeo on March 27, 2013, 04:37:06 AM
Did you check if luminosity of the textures of both (exported) models (corner and middle) is the same?


Yes.. they are both essentially the same model in the same scene, I simply hide elements and change the LODs.  Plus, if you look at the horizontally placed pieces, the colour matches, and this is the same LOT, just placed in a different place at a different rotation. There are only two pieces made currently, so logic suggests it's a game issue, not a render one.
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

Bipin

Are any of these pieces Ground Models (I believe that's what it is called in Maxis' PIM) where shadows and destruction effects are applied? I know from experience that some models at ground level/flush with the ground on one side with this property enacted can exhibit strange colouration issues.

vortext

Quote from: Bipin on March 27, 2013, 06:27:33 AM
Are any of these pieces Ground Models (I believe that's what it is called in Maxis' PIM) where shadows and destruction effects are applied?

Quote from: callagrafx on March 27, 2013, 04:23:22 AM
as it's an overhanging prop with ground model set to false.

"$Deal"$

I've noticed similar rotation-dependent change in color for textures if the lot sits right next to water. It seems to be a game issue.  &mmm
time flies like a bird
fruit flies like a banana

Diggis

What happens when you rotate the view? Do they darken and the others lighten?

callagrafx

Quote from: Diggis on March 27, 2013, 07:03:28 AM
What happens when you rotate the view? Do they darken and the others lighten?

Nope... once plopped they stay the same.

Quote from: Bipin on March 27, 2013, 06:27:33 AM
Are any of these pieces Ground Models (I believe that's what it is called in Maxis' PIM) where shadows and destruction effects are applied? I know from experience that some models at ground level/flush with the ground on one side with this property enacted can exhibit strange colouration issues.

Neither are ground models... both set to false.  The walkway is .3m above Z plane, so there shouldn't be any conflicts.  What they are, however, are overhanging props, so it could be an issue with that.  And it ONLY occurs on SOME pieces that are placed on "western" facing shores.

Question is, do I live with that?  What's bugging me is the lighter version is how they're supposed to look... the other ones have a slight magenta cast.  I know it's not the model, so it has to be the game. 
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

cogeo

Can I get the thingy in my hands (as is) to take a look?

Diggis

What happens if you render them centred? I know it won't work for the lots, but as a test does it cause the same issue?

justatest

If you don't find a better render setup (and I don't know anything about that), maybe you can find a color which is less sensitive to this phenomenon?
It would be a shame to scrap this nice waterfront!

callagrafx

Quote from: justatest on March 28, 2013, 07:44:44 AM
If you don't find a better render setup (and I don't know anything about that), maybe you can find a color which is less sensitive to this phenomenon?
It would be a shame to scrap this nice waterfront!

It's not the render, because it only happens ingame at certain angles.  There are two rendered pieces, the corner and the 1x1 straight piece.  If it was a render problem, ALL the straight pieces would look the same, wouldn't they?
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

threestooges

What vortext suggested seems to make a fair bit of sense based on the picture you showed. If there are only two pieces currently (corner and straight), then it does appear that it may be due to adjacency to water. The piece just above, yet partially on the shore, looks like it's the same piece, yet lacks the color variation. Perhaps it's a lighting feature with the game intended to mimic the reflectivity of water based on the sun position (thereby brightening the model)?

/complete_speculation.

-Matt

xannepan

I had (still have) the same problem with my quais de seine, and tried forever to solve ot. However, i am fairly sure it is a game problem, since I seem to remember it also occurs if you use a maxis base texture and an empty lot and place it near the river side.
-alex

sandrasim1

Quote from: xannepan on March 28, 2013, 12:05:58 PM
since I seem to remember it also occurs if you use a maxis base texture and an empty lot and place it near the river side.
-alex

Does this mean that adding props or a building would make this problem go away or at least make the differences smaller? Wouldn't hurt to try it.

"I haven't failed, I've found 10,000 ways that don't work"  Thomas Alva Edison

NCGAIO

#14
 

vortext

#15
NCGAIO, what are you trying to convey, other than automata don't like water?! I know you're writing via a translator but this is extremely cryptic.  ()what()
time flies like a bird
fruit flies like a banana

Diggis

#16
Right, I've had a small play and the issue is definitely within the game itself. The light side is consistent, no matter which rotation you view and plop them from.

I plopped different pieces on the sides in different rotations and got this result:



So I tried it inland, and the result was as below:



I also plopped it on flat, in the middle, and the error goes away. So it appears to be tied to the overhanging-ness of the prop.  However, it's not a render issue as the same side, relative to the game direction, causes the issue.

Edit: And changing the rendering mode doesn't help, but does effect which side shows the error.

memo

I guess it is the same issue that can be observed on the on-slope puzzle pieces, too. Some of the puzzle pieces have been fixed by colour-calibration of the respective rotation.



I am not sure whether the same would work for props. Anyway, you would have to know the exact height of the slope, and the fact that your props are almost white does not help either.

callagrafx

Many thanks everyone for the positive input... at least I know I'm not insane!

Ok, so I'm going to try different material intensities and see which one works best.  I want to keep them clean and white, but it may not be an option.

The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it

callagrafx

Double post, but worth it!

I thinks I 'ave cracked it!  I tried them at different levels and at the shoreline, they were fine:



But if you look at the higher level, the problem returns... SO!  :angrymore:

I thought about what's happening underneath, then I realised I'd made the LODs skin tight, which means there was a void under the pathway.... Think of an inverted L shape.

Aha! I cried....   &idea (sorry for the really poor narrative) let's make the LODs solid, so I did:



There's now a consistent tone in both directions.  :thumbsup:  And there was MUCH rejoicing from this old boy!

The new texture you see where there's a greater contrast between wall and walkway is what I'm now going for btw, I just haven't re-rendered the corner section yet.
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it