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Textureless lots problem

Started by mrbisonm, April 24, 2011, 11:03:49 PM

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mrbisonm

I have done this many times before in the passed years, today I made some textureless lots again and this is what they looked like. What did I do wrong?



This is what I did: In LE I placed the watertile on the lot, then a groundtexture (can't save lot without it) and a boatprop, transformed to a LM. Saved as.... Opened ilive reader, deleted the textures, Reindex Lotconfig and put the Building foundation to 0. Saved....

I always used to do it like this and they always came out fine, why are they like this above now?....???
Any ideas?
Thanks for the help

Fred


....Uploading the MFP 1.... (.........Finishing the MFP1)

kwakelaar

I think by making the lot foundation 0 you always will have a foundation, in this case it will probably work better if you change this to a larger number.

mrbisonm

#2
Quote from: kwakelaar on April 25, 2011, 02:41:42 AM
I think by making the lot foundation 0 you always will have a foundation, in this case it will probably work better if you change this to a larger number.

I always put the foundation to 0, it once was told to do so , and never had any problems before....and now it does? What do you mean by a *change this to a larger number* ?
Fred


EDIT:
Sorry, I just remembered. There are two exemplar files and I forgot to set to 0 the foundation in one of them. I had to zero both of them. Now the problem is solved, thanks for the help.

Fred




....Uploading the MFP 1.... (.........Finishing the MFP1)

FrankU

Hi Fred,

I see you made ploppable buildings out of PEG's trawlers and sailing boats. Now I happen to know that these models were offset-rendered. Nevertheless these images look as if the ships are centered on their lots. How did you do this? Is there a simple trick to move a model around so that the model appears on the place where you put the prop/building?
I could live with ploppable boats that are placed tow tiles away, but it is more convenient if they are on the lot. Isn't it?

Rayden

#4
Cogeo's Model Tweaker can do that quite easily :thumbsup: