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I was wondering if anyone had any luck extracting some of the texture maps for any of the commercial buildings? I know oppie did because I was checking out his BK and McD's buildings..I had no problems getting the .obj into maya, or putting the RW4 files in its own package. But for some reason I'm not getting any of the texture sheets to display. I'm wondering if I'm just misunderstanding their texturing workflow. Are they using vertex colors and then BW textures over the model like a multiply and than just using custom decals? I mean i'm looking at the BK and McD's and they for sure have texture on them, so I'm kind of curious where the UV's are stashed because they dont come with the OBJ. Or should I being seeing actual DFS, SPEC, NM , Gloss all under the textures? I'm seeing numbers of textures...a lot of different unknowns, but no real way to access them. I've checked its parent PROP too.  I figured the Raster files with the RGB masks were for the placement of where the buildings spawned, deciding where to place construction, parking, tree, grass etc. but i've been reading the textures are usually hooked up with the RW4 file. Hopefully, this doesn't sound too much like ramble...The answer is probably right in front of me. ALSO thank you Ollie (and everyone linked to the project) for the great work!  

I actually did a little more messing around and downloaded Oppie's BK .pk..I see how the "lot editor" is where a lot of the magic happens. Also, I get the decal process..I am curious tho how you tweak the locations of the decal boxes in the editor when you cant really see them display in editor? I brought the obj. back into maya to see if there was any vertex color info stored, but that could of been lost when the PaK exported it out. I know the BK is using wood, brick, and a noise textures for the buidling. However, I'm still kind of curious if is just flat color with Normal info :). I'm guessing Uv's is a different process, hence the "import interior uv" button, which answers one of my questions. Really cool stuff! I cant wait to grasp some more.     

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I have a question about SimCityPak.

 

A person who doesn't know anything about coding, can he use the tool and make any mod just "digging" the files and using the method of trial & error, or am I just losing my time? Should I learn about coding before? Thank you community.

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Hmm... I followed the 'Basic Modding Tutorial', and now I'm doing the texture one.. but for some reason when I look at the RW4 (fire engine, police car, anything) it has no textures in the 'Vehicle Models [0]'... it just  says "11" and has a 2x2 image. My game is fully updated.

 

http://oi40.tinypic.com/ridaqf.jpg

 

I followed the tutorial exactly... halp!

 

I have the same problem... What are we doing wrong?

 

Thanks for help!

 

 i have the same problem, can not use origin simcity files missing texture, only 1 texture "channle".

 

how can i add textures to the model?

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I have a question about SimCityPak.

 

A person who doesn't know anything about coding, can he use the tool and make any mod just "digging" the files and using the method of trial & error, or am I just losing my time? Should I learn about coding before? Thank you community.

I think I'm also in this crowd. I could put together some cool rustic themed buildings in Cinema4D and export to OBJ or Collada (or whatever works with the mod kit). But after that I'm pretty lost. I know I'd have to make versions with lower detail but a little more information would be helpful as to how to go about doing this.

Do I start out with the highest quality model and then duplicate, make another version with reduced polygons and lower the resolution of the textures? Does my final texture need to be a single texture that is unwrapped with UV coordinates? Just some sort of clear workflow to get me started would make it easier to contribute to the modding community.

Should I/we ask Maxis for official tools or have they basically given us permission to mod but it's up to us to figure it out? If they're supportive of the modding community why don't they give us more of a "glimpse behind the curtain"? And why wasn't this a part of the development stategty all along since they knew that sooner or later we would beto Modding the game (like fans have always done).

Or maybe the next Expansion Pack is an official mod kit? I would totally pay for that if it were easy to use. Maybe as easy as modeling in Google Sketchup and importing into the kit.

The learning curve for this sucks right now, it's discouraging.

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I have a question about SimCityPak.

 

A person who doesn't know anything about coding, can he use the tool and make any mod just "digging" the files and using the method of trial & error, or am I just losing my time? Should I learn about coding before? Thank you community.

I think I'm also in this crowd. I could put together some cool rustic themed buildings in Cinema4D and export to OBJ or Collada (or whatever works with the mod kit). But after that I'm pretty lost. I know I'd have to make versions with lower detail but a little more information would be helpful as to how to go about doing this.

Do I start out with the highest quality model and then duplicate, make another version with reduced polygons and lower the resolution of the textures? Does my final texture need to be a single texture that is unwrapped with UV coordinates? Just some sort of clear workflow to get me started would make it easier to contribute to the modding community.

Should I/we ask Maxis for official tools or have they basically given us permission to mod but it's up to us to figure it out? If they're supportive of the modding community why don't they give us more of a "glimpse behind the curtain"? And why wasn't this a part of the development stategty all along since they knew that sooner or later we would beto Modding the game (like fans have always done).

Or maybe the next Expansion Pack is an official mod kit? I would totally pay for that if it were easy to use. Maybe as easy as modeling in Google Sketchup and importing into the kit.

The learning curve for this sucks right now, it's discouraging.

 

Do I start out with the highest quality model and then duplicate, make another version with reduced polygons and lower the resolution of the textures?

 

yes, start with a high polygone model and than reduce the mesh (maybe a modifier will help you, but dont know how cinema works,for myself i work with blender and it work "now" very well).

The final texture is enough with 512x512 px 72dpi, if you create a new texture start this texture with 2048x2048 or 1024x1024, after your testing you can reduce with gimp the dds file (save dds file in DXT5 and Alpha channle MUST HAVE!!!)

 

if you export your model to obj, you dont need the mtl file (material file)

 

 

Does my final texture need to be a single texture that is unwrapped with UV coordinates?

 yes, your model need uv coordinates and keep uv in the texture border or you wil get bugs (tested in blender)

 

you need a "diffuse map" (only color or foto), "normal map" (use nvidia normal map plugin or search by google "made normal map"), "gloss map" (define how is glossy), "mask map" (define how is Light-Effect)

 

hope that some question are answered :)

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thanks for update oppie.

 

but now i can not import dae files :) (file create with blender or sketch up. All export option as marked) the simcity 2.0 tool crash everytime

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thanks for update oppie.

 

but now i can not import dae files :) (file create with blender or sketch up. All export option as marked) the simcity 2.0 tool crash everytime

Well now i find for myself a solution with, add new texture and some blender obj export problems (smoothing edges in blender makes uv streching in simcitypak tool. The uv in blender looks very good, i dont know why looks so weird in the simcitypak tool)

 

I use simcitypak tool 0.1.0.8 (0.2.0.0 dont works by myself)

 

add new texture:

 

1. You need the InstanceID of the model that you want replace, how?  http://simcitypak.codeplex.com/wikipage?title=Modding%20Tutorial&referringTitle=Documentation

2. Donwload any mod example (because in this files you can change all texture, if has not take a other mod), open the file and save file as a new name

3. Reopen file and in the Panel "Files" right click on RW4 and edit TGI Information

4. Replace the InstanceID and save

5. Save Package too

6. Now you have a file with the texture channle and the InstanceID that will replace the original sim city model

 

to the Blender problem:

 

1. made model with blender, uv and smoothing, too

2. export model as obj (blender export option, mark on: selection only, apply modifier, include normals, include uv, triangulate faces FORWARD "X" UP "Z"

3. import obj in maya, do nothing :) (obj export settings: only ON Smoothing and ON Normals )

4. Re-export from maya as obj

5. Import mesh to Simcitypak tool

 

now the model is created with blender, has smoothing edges and  uv look correct in the simcitypak tool

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I can't open texture files.

The page is such the picture.

Could you help me?

Thank you.

 

http://up.simcity5.jp/src/file1901.PNG

i have the same probem, too

 

for myself i replace the model and the texture and not only the texture

 

maybe you can try it (on my pc crashed this way:)) with the new verion of simcitypak tool (2.0) there you can export the material

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I have a trouble to import 3D model.

I made a 3D model and saved it as DAE file.

Then I opened a RW4 file and tried to import on SCP, but SCP crashed.

 

Did any more modeler have same problem?

Could you tell me how to solve this problem if you know that?

 

Thank you.

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I have a trouble to import 3D model.

I made a 3D model and saved it as DAE file.

Then I opened a RW4 file and tried to import on SCP, but SCP crashed.

 

Did any more modeler have same problem?

Could you tell me how to solve this problem if you know that?

 

Thank you.

hey i know the problem, too

I use simcitypak tool 0.1.0.8 (0.2.0.0 dont works by myself)

 

my way with Blender:

 

1. made model with blender, uv and smoothing, too

2. export model as obj (blender export option, mark on: selection only, apply modifier, include normals, include uv, triangulate faces FORWARD "X" UP "Z"

3. import obj in maya, do nothing :) (obj export settings: only ON Smoothing and ON Normals )

4. Re-export from maya as obj

5. Import mesh to Simcitypak tool

 

now the model is created with blender, has smoothing edges and  uv look correct in the simcitypak tool

 

may be could help you to find a solution

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I have a trouble to import 3D model.

I made a 3D model and saved it as DAE file.

Then I opened a RW4 file and tried to import on SCP, but SCP crashed.

 

Did any more modeler have same problem?

Could you tell me how to solve this problem if you know that?

 

Thank you.

hey i know the problem, too

I use simcitypak tool 0.1.0.8 (0.2.0.0 dont works by myself)

 

my way with Blender:

 

1. made model with blender, uv and smoothing, too

2. export model as obj (blender export option, mark on: selection only, apply modifier, include normals, include uv, triangulate faces FORWARD "X" UP "Z"

3. import obj in maya, do nothing :) (obj export settings: only ON Smoothing and ON Normals )

4. Re-export from maya as obj

5. Import mesh to Simcitypak tool

 

now the model is created with blender, has smoothing edges and  uv look correct in the simcitypak tool

 

may be could help you to find a solution

 

 

Thank you for your good answer.

Badly, I can't it in that way, and SCP crashed too.

 

Here is the 3D model file I made and tried to import.

 

Thank you.

Takouma-Ambulance.zip

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hey i know the problem, too

I have a trouble to import 3D model.

I made a 3D model and saved it as DAE file.

Then I opened a RW4 file and tried to import on SCP, but SCP crashed.

 

Did any more modeler have same problem?

Could you tell me how to solve this problem if you know that?

 

Thank you.

I use simcitypak tool 0.1.0.8 (0.2.0.0 dont works by myself)

 

my way with Blender:

 

1. made model with blender, uv and smoothing, too

2. export model as obj (blender export option, mark on: selection only, apply modifier, include normals, include uv, triangulate faces FORWARD "X" UP "Z"

3. import obj in maya, do nothing :) (obj export settings: only ON Smoothing and ON Normals )

4. Re-export from maya as obj

5. Import mesh to Simcitypak tool

 

now the model is created with blender, has smoothing edges and  uv look correct in the simcitypak tool

 

may be could help you to find a solution

 

Thank you for your good answer.

Badly, I can't it in that way, and SCP crashed too.

 

Here is the 3D model file I made and tried to import.

 

Thank you.

 

hey takouma,

 

i import your obj and dae file to blender and i dont found a uv map.

 

i made for you a new obj file (with uv maping (but not ready for export uv layouts :))), i can import this file to scp tool 1.08  now

 

the blender way :)

 

1. import obj in blender

2. make sure model has uv and normals are correct looking

3. than i export your model from blender to maya (maya obj is better as blender obj, blender obj and smoothing edges dont work in scp tool but if you rewrote you model with maya obj it works :))

 

see attachment now you could import your file

 

let me now if that works or don't :)

 

 

 

with wich 3d program you create the models?

ps. please open the file with scp tool 1.08

NEWambulance.zip

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hey i know the problem, too

I have a trouble to import 3D model.

I made a 3D model and saved it as DAE file.

Then I opened a RW4 file and tried to import on SCP, but SCP crashed.

 

Did any more modeler have same problem?

Could you tell me how to solve this problem if you know that?

 

Thank you.

I use simcitypak tool 0.1.0.8 (0.2.0.0 dont works by myself)

 

my way with Blender:

 

1. made model with blender, uv and smoothing, too

2. export model as obj (blender export option, mark on: selection only, apply modifier, include normals, include uv, triangulate faces FORWARD "X" UP "Z"

3. import obj in maya, do nothing :) (obj export settings: only ON Smoothing and ON Normals )

4. Re-export from maya as obj

5. Import mesh to Simcitypak tool

 

now the model is created with blender, has smoothing edges and  uv look correct in the simcitypak tool

 

may be could help you to find a solution

 

Thank you for your good answer.

Badly, I can't it in that way, and SCP crashed too.

 

Here is the 3D model file I made and tried to import.

 

Thank you.

 

hey takouma,

 

i import your obj and dae file to blender and i dont found a uv map.

 

i made for you a new obj file (with uv maping (but not ready for export uv layouts :))), i can import this file to scp tool 1.08  now

 

the blender way :)

 

1. import obj in blender

2. make sure model has uv and normals are correct looking

3. than i export your model from blender to maya (maya obj is better as blender obj, blender obj and smoothing edges dont work in scp tool but if you rewrote you model with maya obj it works :))

 

see attachment now you could import your file

 

let me now if that works or don't :)

 

 

 

with wich 3d program you create the models?

ps. please open the file with scp tool 1.08

 

 

Great! I will never forget your kindness!

I created this 3D model with Blender.

Then I'll release a new MOD - Japanese ambulance MOD after a few hours.

 

Thank you, Tobse!

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hey i know the problem, too

I have a trouble to import 3D model.

I made a 3D model and saved it as DAE file.

Then I opened a RW4 file and tried to import on SCP, but SCP crashed.

 

Did any more modeler have same problem?

Could you tell me how to solve this problem if you know that?

 

Thank you.

I use simcitypak tool 0.1.0.8 (0.2.0.0 dont works by myself)

 

my way with Blender:

 

1. made model with blender, uv and smoothing, too

2. export model as obj (blender export option, mark on: selection only, apply modifier, include normals, include uv, triangulate faces FORWARD "X" UP "Z"

3. import obj in maya, do nothing :) (obj export settings: only ON Smoothing and ON Normals )

4. Re-export from maya as obj

5. Import mesh to Simcitypak tool

 

now the model is created with blender, has smoothing edges and  uv look correct in the simcitypak tool

 

may be could help you to find a solution

 

Thank you for your good answer.

Badly, I can't it in that way, and SCP crashed too.

 

Here is the 3D model file I made and tried to import.

 

Thank you.

 

hey takouma,

 

i import your obj and dae file to blender and i dont found a uv map.

 

i made for you a new obj file (with uv maping (but not ready for export uv layouts :))), i can import this file to scp tool 1.08  now

 

the blender way :)

 

1. import obj in blender

2. make sure model has uv and normals are correct looking

3. than i export your model from blender to maya (maya obj is better as blender obj, blender obj and smoothing edges dont work in scp tool but if you rewrote you model with maya obj it works :))

 

see attachment now you could import your file

 

let me now if that works or don't :)

 

 

 

with wich 3d program you create the models?

ps. please open the file with scp tool 1.08

 

 

Great! I will never forget your kindness!

I created this 3D model with Blender.

Then I'll release a new MOD - Japanese ambulance MOD after a few hours.

 

Thank you, Tobse!

 

yearh cool it works :) no thanks "made lot of new sim city mods :)"

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maybe the uv will not show correct in the SCP tool but inGame will be look correct

 

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hey i know the problem, too


I have a trouble to import 3D model.

I made a 3D model and saved it as DAE file.

Then I opened a RW4 file and tried to import on SCP, but SCP crashed.

 

Did any more modeler have same problem?

Could you tell me how to solve this problem if you know that?

 

Thank you.

I use simcitypak tool 0.1.0.8 (0.2.0.0 dont works by myself)

 

my way with Blender:

 

1. made model with blender, uv and smoothing, too

2. export model as obj (blender export option, mark on: selection only, apply modifier, include normals, include uv, triangulate faces FORWARD "X" UP "Z"

3. import obj in maya, do nothing  :) (obj export settings: only ON Smoothing and ON Normals )

4. Re-export from maya as obj

5. Import mesh to Simcitypak tool

 

now the model is created with blender, has smoothing edges and  uv look correct in the simcitypak tool

 

may be could help you to find a solution

 

Thank you for your good answer.

Badly, I can't it in that way, and SCP crashed too.

 

Here is the 3D model file I made and tried to import.

 

Thank you.

 

hey takouma,

 

i import your obj and dae file to blender and i dont found a uv map.

 

i made for you a new obj file (with uv maping (but not ready for export uv layouts  :))), i can import this file to scp tool 1.08  now

 

the blender way  :)

 

1. import obj in blender

2. make sure model has uv and normals are correct looking

3. than i export your model from blender to maya (maya obj is better as blender obj, blender obj and smoothing edges dont work in scp tool but if you rewrote you model with maya obj it works  :))

 

see attachment now you could import your file

 

let me now if that works or don't  :)

 

 

 

with wich 3d program you create the models?


ps. please open the file with scp tool 1.08

 

 

Great! I will never forget your kindness!

I created this 3D model with Blender.

Then I'll release a new MOD - Japanese ambulance MOD after a few hours.

 

Thank you, Tobse!

 

yearh cool it works  :) no thanks "made lot of new sim city mods :)"

 

 

May I ask one more question?

 

Should I buy the soft maya?
I'm an ordinary high school student, not modeling for job.
So I don't have such a expensive soft.
You said and I understood that maya obj file is better.
However, I have no way to change blender obj file to maya obj file.
Please tell me how to do so?

Thank you.

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no problem feel free :)

 

yeah i know, well i have a friend, right next door :) he has a maya license, (myself work only with blender).

 he change me my models, but maybe the student license could be eyport obj files but i'm not sure.

 

takouma maybe it can work also with other 3d programms like cinema4D or XSI yeah i know expensive 3d tools, too :) but the main problem in blender is.

 

if i have do "smoothing edges" on my model, the uv in SCP tool looks very weird, but if i rewrote my model in maya as obj it works :)

 

if your model  has "flat edges", the uv looks good in SCP tool, but the model isn't smooth edges or has not smooth faces. that is my reason for maya :) only the smoothing edges.

 

summery: :)

model created with blender, without smoothing edges only flat edges, UV map will look good in SCP.

if smoothing edges, in SCP looks as the uv map smooth, too. Rewrote (for example) maya as obj

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i can convert your stuff, i have a professional license of 3ds max 2014. a real version as in i bought it.

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Oppie: In your original post, the link to the latest version still points to the 0.1.0.8 version instead of the newer 0.2.0.0 version.

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Dunno if you're still maintaining this Oppie, but when I export a model to OBJ in 2.0.0 it doesn't come with any UV Mapping. All the points are set to 0.797600, -0.112100. Exporting in an earlier version (like 1.0.8 ) alternatively exports properly (Aside from the missing Polygons I've reported before) or gives an error in max. I can't remember what the error was sadly.

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Would love a MAC compatible version of SimCityPak without having to install windows.

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I did not read all 19 sites...but the question i have may be answered right here. Did anyone find files that manage the agent system (road pick decisions and so on). In short terms, are we able to mod a.i. ? if it is not possible to mod a.i. itself, maybe we can change the way signs work...to give 4-way interjections a chance of being useful :D

 

edit: i will expand the question:

If anyone knows any file influencing gameplay in any way, please let me know. Thanks in advance.

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I currently am a modder in unity 3d. I draw 3d mods using gamedraw inside unity 3d. Iam hoping to eventually transfer those mods into this game. Thank you for working on the modding system for this game. To me it is very exciting.....I realize this is a very complex game to mod....Good luck.....I will be watching..............

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Can't create a new one. How can you convert a Simcty4 Mod like Red Robin or so on into a package so it can be used in 2013 or latest version?

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To answer you MG I do not believe that you can take a simcty4 mod and package it to sim 2013, because the platforms are different. You would have to take the mesh models for sim city 2013 and make those into a new building. Though what the person above was talking about is takeing their 3d models someday and texturing them to implement them into 2013. So its not so much transfering as it is creating and using those creatings. 

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