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
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you would probably have to hook and/or rewrite multiple hologram implementations to do that
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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
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
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?
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.
and that will take years....
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
At that point you might as well write code to place foundations for you
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
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
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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
you would probably have to hook and/or rewrite multiple hologram implementations to do that
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
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
this TS library can generate/edit blueprints and saves
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.
if doing that is too much into coding, you are not going to like rewriting holograms, haha
You're asking for an easy solution to a complicated problem
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
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
Foundations snap to each other in a pretty hardcoded way
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

to me foundations are square 😄
not curved 🙂

this is the model in blender

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?
if you made this a foundation type, the snapping would probably work like this

its actually a bit more detailed, but close enough 😄
And even achieving that would require making a custom hologram, I'm pretty sure
I need the skeleton, i can handle the manual small stuff

this is ingame

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
I need the shell
nothing more
Well
no details
yes and making it a foundation object type is not going to give you the shell
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
i could spend a day doing that and having low poly one done somehow, would that help ?
Which even I don't want to do
Not even if you paid me.
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
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
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
Same
Thank you for your time