Foundation like snapping on model surfaces.

Hi lovely people long time no see. I need some help. I am trying to make a 3d model have the same snapping feature as a foundation. Something like making its surface snappable, so i can snap foundations and walls to it
Solution:
you would probably have to hook and/or rewrite multiple hologram implementations to do that
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47 Replies
Robb
Robb•2mo ago
what purpose does the building serve? if you give it the foundation hologram and possibly have its building extend the foundation building I think that will make it snap like them
Remus
RemusOP•2mo ago
To use the model as a crutch for making a building based on the model. Now I will limit myself on the vanilla angles and dimensions , but i need at least the mainfraime, and before you ask, the model is about 3x3km so no, manually is crazy. I gave it the properties but the colisions are insanely inaccurate. and any empty spaces are actually not empty
Robb
Robb•2mo ago
I think that may require changes to the foundation placement hologram code and not the model itself, I am not really experienced with how those work what if you gave the building no collision to fly through it, then used stuff like Infinite Nudge to line up the foundations and walls to it?
AngryBeaver
AngryBeaver•2mo ago
Each building is responsible for its own placement rules. To get something else to behave a new way interacting with your object it needs to pretend to be something with the correct rules or for you to use hooks to add the new behaviors.
Remus
RemusOP•2mo ago
and that will take years....
Robb
Robb•2mo ago
I'm confused how that would be that many magnitudes slower than placing them by snapping onto the outside of something that definitely isn't following satisfactory scaling/multiples
Rex
Rex•2mo ago
At that point you might as well write code to place foundations for you
Remus
RemusOP•2mo ago
because one is painting by automatically filling in spots with a huge air brush and another is painting step by step with a small brush
Robb
Robb•2mo ago
I don't follow. get 1 foundation/wall into position, now you can snap the rest of them to it, and/or 2D zoop from it with Infinite Zoop >mod Infinite Zoop
FICSIT-Fred
FICSIT-Fred•2mo ago
Fred Mod Searchâ„¢
Infinite Zoop
Upgrade your max Zoop count and Zoop in two dimensions! EA: :white_check_mark: EXP: :white_check_mark: Last Updated <t:1754511017:R> Created by SirDigby
If this isn't the mod you were looking for, try a different spelling.
Remus
RemusOP•2mo ago
Ah, i tried that, because the angles are weird, getting them set up even with the infinite nudge takes alot of time, and for some reason they never updated the copy paste mod so you have to do it for the thousands or so weird angles Yes, i signed up for this big undertaking but I am more happy to do the manual setup of factories and infrastructure on top of the model than the model itself. I never use blueprints in general and I do everything by hand because I like it, but setting up the base its driving me nuts, i feel no satisfaction from it as such I am trying to find an easy way. My idea is to take the model, somehow make the colision stick to the surfaces , insteaed of outside of them (gotta learn how), change the material to foundation (it works but not snaps) and somehow create a grid onto the surface to snap (another thing i need to learn), the importing into the world is easy and the coorrds are already set. biggest issue is that I am on a mini pc, and while i can easy make blueprints, change, compile and add things, 3d rendering in UE is slow, and I ofcourse cannot do this via blender that works better
Solution
Robb
Robb•2mo ago
you would probably have to hook and/or rewrite multiple hologram implementations to do that
Robb
Robb•2mo ago
I honestly think blender would be your best bet here. put the pieces together in blender then write a script that exports them in points. use one of the save editor libraries to create a save or blueprint with walls at those points
Robb
Robb•2mo ago
GitHub
GitHub - etothepii4/satisfactory-file-parser: public repo for a par...
public repo for a parser for saves and blueprints from satisfactory - etothepii4/satisfactory-file-parser
Robb
Robb•2mo ago
this TS library can generate/edit blueprints and saves
Remus
RemusOP•2mo ago
one last thing why I want to do this quickly. I play on geforcenow . SO I want to make this 3d model quick this way I dont have to use local machine to play in 30 fps. Once I have the model in the game that can be save, i can use geforcenow (no mods) and finish it. in fact all I need is the corners and lines done, i can do the faces by normal zoop (even if its longer) on cloud This is too much into coding that I do not want to touch. I presume it works the same as the calculator interactive map. Only that one has 2D draw, that you can also do 3d but its layer by layer.
Robb
Robb•2mo ago
if doing that is too much into coding, you are not going to like rewriting holograms, haha
Rex
Rex•2mo ago
You're asking for an easy solution to a complicated problem
Robb
Robb•2mo ago
I don't think there is a good solution here that doesn't involve you tackling at least 1 time consuming coding problem, or just toughing it out and building the corners and lines with infinite nudge
Remus
RemusOP•2mo ago
i tought that if you can change the object material to the foundation (which mind you lets me stick foundation to it) i can wing it Only thing for me to do is change the colisions then
Rex
Rex•2mo ago
Foundations snap to each other in a pretty hardcoded way
Robb
Robb•2mo ago
all foundations are concave and the hologram code expects that er, convex, I think. checking terms yeah convex sounds like your model is probably concave
Robb
Robb•2mo ago
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Remus
RemusOP•2mo ago
to me foundations are square 😄 not curved 🙂
Rex
Rex•2mo ago
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Remus
RemusOP•2mo ago
this is the model in blender
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Rex
Rex•2mo ago
Not just that, but a foundation can easily be enclosed in a cuboid for snapping purposes. Even ramp / curve foundations How do you expect to handle the non-orthogonal angles in this thing?
Robb
Robb•2mo ago
if you made this a foundation type, the snapping would probably work like this
No description
Remus
RemusOP•2mo ago
its actually a bit more detailed, but close enough 😄
Rex
Rex•2mo ago
And even achieving that would require making a custom hologram, I'm pretty sure
Remus
RemusOP•2mo ago
I need the skeleton, i can handle the manual small stuff
Remus
RemusOP•2mo ago
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Remus
RemusOP•2mo ago
this is ingame
Remus
RemusOP•2mo ago
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Robb
Robb•2mo ago
I don't think you understand my point you have 6 faces other things would snap to none of the internal details are captured it would be as if you just had a giant rectangular prism
Remus
RemusOP•2mo ago
I need the shell nothing more
Rex
Rex•2mo ago
Well
Remus
RemusOP•2mo ago
no details
Robb
Robb•2mo ago
yes and making it a foundation object type is not going to give you the shell
Rex
Rex•2mo ago
For the shell alone, even if you managed to cull the mesh details somehow (e.g. Blender) You'd still need to write a hologram that uses vertex data from the mesh itself to compute snapping
Remus
RemusOP•2mo ago
i could spend a day doing that and having low poly one done somehow, would that help ?
Rex
Rex•2mo ago
Which even I don't want to do Not even if you paid me.
Remus
RemusOP•2mo ago
I am not asking anyone to do it for me, just looking for possible solutionns if its blender and UE, i can manage learning new things if you ask me to code, thats a whole new bag of worms I don't want :9
Rex
Rex•2mo ago
If you want to automate placement of foundations based on that mesh, I am 99.9% sure you will have to code something The remaining 0.1% is the option of hiring a bunch of interns to do the work of placing foundations for you
Robb
Robb•2mo ago
learning to code is how to tell a computer exactly what you want it to do in nuanced situations, so, yeah I don't have anything else constructive to say so stepping out for now before this goes in circles any further
Rex
Rex•2mo ago
Same
Remus
RemusOP•2mo ago
Thank you for your time

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