BUGFIX: Auto Plant upgrade footprint

Creating and editing buildings and Commodities.
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Gumboots
CEO
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Joined: Mon Aug 13, 2012 4:32 am
Location: Australia

BUGFIX: Auto Plant upgrade footprint Unread post

Ok peeps, it's sorted. One bugfix for the default auto plant upgrade.

For those who missed the original grumbling, the model for the auto plant upgrade extends past the available footprint. This means it can overlap nearby buildings, which looks stupid.

The new patch sorts the problem out by revamping the mesh to keep it all inside the available footprint. Like this:
Auto_Plant_bugfixes.jpg
Note that the files cannot be packed into a PK4. They have to be used loose. RT3 is fine with files for custom assets being in PK4's, but if you need a file to override an existing default file it apparently has to be loose. Inside a PK4 won't work. Tried it. No good. ;-)

So, just extract the zip and chuck the files into Data/PopTopExtraContent. Easy. !*th_up*!
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Hawk
The Big Dawg
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Joined: Fri Nov 10, 2006 10:28 am
Location: North Georgia - USA

Re: BUGFIX: Auto Plant upgrade footprint Unread post

Is this ready to go in the archives?
Hawk
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Gumboots
CEO
Posts: 4813
Joined: Mon Aug 13, 2012 4:32 am
Location: Australia

Re: BUGFIX: Auto Plant upgrade footprint Unread post

Should be. I've tested it and I can't see anything wrong with it. It has four LOD's like the default model, with almost identical verts and tris counts on the lower LOD's, so should be fine for performance. All the animations seem to work, and the lights are fine at night. Not much else to go wrong with it.
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Hawk
The Big Dawg
Posts: 6503
Joined: Fri Nov 10, 2006 10:28 am
Location: North Georgia - USA

Re: BUGFIX: Auto Plant upgrade footprint Unread post

Hawk
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