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using props to make modular buildings?

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Has anyone been able to get their own custom props to work in the asset editor yet? Since it lets you place props mid way up walls, on roofs etc. I thought it would be a good idea to just import the core of the building (walls and roof) through the usual channel, but then to 'decorate' it with windows, extensions, conservatorys, garages, patios etc later. This would allow for a lot more variations based on a theme, and would be perfect for my British semis pack as I could do different styles of windows and place different window bays onto different cores to make it more unique.

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You should be able to place custom props on buildings in the same as any of the standard props after you import them. Once you have saved your prop as a custom asset you should be able to find it in the menu under parks > park equipment (the bench icon) when using the building and park editors. If there is a specific problem you are having importing the props perhaps you could elaborate and I'll try to advise you further.

 

Also, keep in mind that there is a maximum limit of 64 props per building, so if you plan to make each part of the building it's own prop you may find this modular method is only useful for smaller buildings.

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    Ah, ok thanks! The zero size warning has sorted itself out - I found out you need to load any building, then go new asset, prop, import the model and there will be a "properties" box in the lower right corner. Then you have to tickle the size dropdowns until they both read 0 and re-save.

    Problem is the thing is always 2x2 squares, way bigger than the export model, and however I try to scale the export from blender or within the asset editor it always comes up the same size.

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    Don't forget to do Apply Object Transform (Ctrl+A) before exporting if you aren't already doings so. Also, for whatever reason, the scaling and rotation operations available in the export panel in Blender don't work for me, so I have to do everything manually. I wrote a workflow that seems to work in another thread which I'll repost here. Based what you said, it sounds like you may have some settings different from mine and may need to use a different scaling factor than I did.

     

    1. The +Y Axis of the model in Blender will be oriented upward when exported into C:S, so if you work with the Z axis oriented upward in Blender as I do, you will first need to rotate the model -90deg on the X axis.
    2. Translate the model so the origin is centered at the bottom as shown in [Fig. 1] below.
    3. Choose the 3D cursor as the pivot center. Make sure the cursor is centered at the origin (if it is not, hit Shift + S and select "cursor to center")
    4. Scale the model to the correct size. When exporting, 1 unit of length in Blender will export as 1cm in C:S. Each square in C:S is an 8x8m area. This means if you want to use a correlation of 1 unit square in blender -> 1 square in C:S  you will need to scale your model by a factor of 800 (1cm * 800 = 8m = 1 square) Using this scaling factor and orientation will cause the model in [Fig. 1] to be imported with the appearance in [Fig. 2]
    5. Now hit Ctrl + A and choose "rotation and scale" then click the check box by "location" as well, so all three boxes under "Apply Object Transform" are checked. This step is essential. If you do not do this the exported model will ignore all transformations and you'll spend an hour trying to figure out why the imported model is only 2cm tall, sideways, and half buried in the ground... not that I'm speaking from personal experience or anything.   :uhm:
    6. Now go to File > export > .fbx. in the dialogue options check "Selected Objects" and "Apply Modifiers". Then click on "Export FBX".  The model should now be ready to import into C:S following TallgeeseIV's instructions above.
     
    Fig. 1: A test object in Blender showing the proper orientation for export. The pointy bit signifies the top of the model.
    wnfcGDX.png
     
     
    Fig 2: The appearance of the imported object from Fig. 1 in the asset editor if scaled by a factor of 800.
    V3kcTu0.jpg

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