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gido505

[Help] Modeling in Blender : Generated info has zero size

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Hi I finally tried modeling for CSL, I'm using Blender and still a newbie. Followed some instructions in Youtube, Blender for Beginners ones, experimented with it and read some articles on how to go about using Blender, and was able to successfully create some props. I created simple rectangular walls, with some texture at the center. I wanted to create a more intricate model, but now I'm stumped, I keep getting this, Generated info has zero size error, with the new ones I've created. Even with previous fbx files I was having success with, now its giving me this error.

 

I'm able to see the models in the Asset Editor, but once I create a prop out of them, I noticed now I need to click continue twice, which as stated here, is not a good sign. It saved the asset after I clicked twice, but when I reloaded the game its now giving me that error.

 

I have

  set the 3D cursor at (0,0,0),

  set origin to 3D cursor (shift+ctrl+alt+c),

  I've set the scene units to metric,

  I have a texture with 1024x1024 pix size,

  I have UV mapped the object and I can see it in the camera view.

 

Before I export to FBX

  I go to object mode and select this single object, 

 

then on the Export FBX option,

  I checked the Selected Objects,

  set the Scale to 100,

  checked the Apply Transform box,

  checked Apply Modifiers,

  unchecked Add Leaf Bones,

  left all the other options as it is.

 

Is there something I forgot? I suppose this is elementary for the experienced mods here but this is beginning to frustrate me. I'll try to test it some more with simple box and see what happens. Any help would be appreciated. Thank you.

 

Edit: :cry: Damn, even a simple box is giving me errors, well maybe I'll continue to play the game now and stop this madness. Hope anyone can reply here and help me. Thanks in advance.  :yes:

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    Metric

    Degrees

    Scale: 1.000

    Separate Units (unchecked)

     

    I exported using FBX 7.4 binary.

     

    Just now I tested using the FBX 6.1 ASCII and I it's no better, I can see the object in the preview but then can't see it once I continued.  :(

     

    Edit: :golly:  Wow, I looked your profile and saw your great towers. You're really good. Especially the Burj, I'll put it in game and watch it in first person view  :lol:.  If its not too much to ask, can you share how you did them. Maybe a simple box house with one window and a door as an example, and maybe highlight important things to remember and some tips :D especially when exporting them for CSL. Thank you in advance and thank you for replying to my post.  :)

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    It's the asset editor that's broken! What you need to do is load any building from the asset modifier and then go new prop and import as usual. You should then have the window in the bottom right corner with the drop-down menus for size. Set these to 0x0 and save, it should then be accessible from the parks menu / bench logo in the asset editor.

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    Alright. I just dug up my old account here to post in this thread. I am also making props for Cities Skylines. I made the only American Football Field asset on Steam Workshop so far and I made a scoreboard for it.

    Then someone requested a floodlight so I figured I'd take a shot at it. I made it, following all of the proper blender settings for Skylines. Yet, I am still getting this error.

    Additionally, Deed_Poll, someone posted that fix on reddit so I tried it, but I am not seeing those numbers that are supposed to show up...

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    Metric

    Degrees

    Scale: 1.000

    Separate Units (unchecked)

     

    I exported using FBX 7.4 binary.

     

    Just now I tested using the FBX 6.1 ASCII and I it's no better, I can see the object in the preview but then can't see it once I continued.  :(

     

    Edit: :golly:  Wow, I looked your profile and saw your great towers. You're really good. Especially the Burj, I'll put it in game and watch it in first person view  :lol:.  If its not too much to ask, can you share how you did them. Maybe a simple box house with one window and a door as an example, and maybe highlight important things to remember and some tips :D especially when exporting them for CSL. Thank you in advance and thank you for replying to my post.  :)

     

    Thanks for the kind words, but I'm not good at tutorials at all :/ I help where I can but writing a "theory of everything" is too much :/

     

    Now I don't know about props because I only model buildings, but I do this at the following settings:

     

    Scene:

    - Metric

    - Scale 0.01

     

    Export:

    - FBX 6.1 ASCII

    - Scale 1.0

    - (selected only)

    - default settings for the rest

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    Tested it just now with one model. @Deed_Poll, that damn fu**n worked!  :thumb:   Thank you! 

     

    @Dubai Skyscraper. Hahaha! yup I'm asking too much  :) . Please continue modeling for CSL, I like the game very much, slowly I am finally moving on from SC2013 and SC4. Your creations are aspiring and adds beauty and variety to the game. Thank you.

    I'll try the settings you provided and see what happens. Thanks. 

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    Okay, so I tried the method a little differently (selecting new asset and then building, rather than selecting load asset and then building) and I got the numbers to show up tried to change the numbers and they went away (that's the goal, right?) and I then saved my asset. Exited to Main Menu, selected New Asset to add my asset to a park, and alas, Error: Generated info has no size.

    This is just so frustrating.

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    @Deed_Poll @Mvincent17781 Yup, I'm confused. I thought it worked but I created a building :D . Still having error with creating a prop. I'll continue testing.

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    I'm having this issue since the patch... before no issue very frustrating!

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    After playing around I can confirm for me: Creating new props generates the error. Props created under the previous patch are unaffected as long as you don't edit them. I can create new building assets from fbx without generating an error. 

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    You can fix this using a hex editor (sort of).

     

    First, open the .crp file of the broken prop with the Hex editor (I'm using HxD) and do a search for the string "size". There should only be one instance and it will look something like

    PublicKeyToken=null.m_size.............ZSystem.Single 

    The "............" is 12 characters of data that appear to define the size of the prop which are currently all set to [00]. If you have the .crp file for an old prop that still works, then this same section should look like

    PublicKeyToken=null.m_size[A bunch of junk].ZSystem.Single 

    So if you copy the "bunch of junk" from the file that works (i.e. the 12 characters in between "size" and the last "." before "ZSystem.Single") and paste it into the broken file, you should get a working prop. From what I can tell, you need some form of valid data in here - you can't just type any gibberish - but as long as the data is valid the prop doesn't seem to function any differently no matter where you copied it from. However, since I don't really know for sure what this data does, there could be repercussions I'm not aware of, although it seems to work for me without problems so far.

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    You can fix this using a hex editor (sort of).

     

    First, open the .crp file of the broken prop with the Hex editor (I'm using HxD) and do a search for the string "size". There should only be one instance and it will look something like

    PublicKeyToken=null.m_size.............ZSystem.Single 

    The "............" is 12 characters of data that appear to define the size of the prop which are currently all set to [00]. If you have the .crp file for an old prop that still works, then this same section should look like

    PublicKeyToken=null.m_size[A bunch of junk].ZSystem.Single 

    So if you copy the "bunch of junk" from the file that works (i.e. the 12 characters in between "size" and the last "." before "ZSystem.Single") and paste it into the broken file, you should get a working prop. From what I can tell, you need some form of valid data in here - you can't just type any gibberish - but as long as the data is valid the prop doesn't seem to function any differently no matter where you copied it from. However, since I don't really know for sure what this data does, there could be repercussions I'm not aware of, although it seems to work for me without problems so far.

    Just Tried it out, unfortunately for me it stops the game from launching :-(.

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    You can fix this using a hex editor (sort of).

     

    First, open the .crp file of the broken prop with the Hex editor (I'm using HxD) and do a search for the string "size". There should only be one instance and it will look something like

    PublicKeyToken=null.m_size.............ZSystem.Single 

    The "............" is 12 characters of data that appear to define the size of the prop which are currently all set to [00]. If you have the .crp file for an old prop that still works, then this same section should look like

    PublicKeyToken=null.m_size[A bunch of junk].ZSystem.Single 

    So if you copy the "bunch of junk" from the file that works (i.e. the 12 characters in between "size" and the last "." before "ZSystem.Single") and paste it into the broken file, you should get a working prop. From what I can tell, you need some form of valid data in here - you can't just type any gibberish - but as long as the data is valid the prop doesn't seem to function any differently no matter where you copied it from. However, since I don't really know for sure what this data does, there could be repercussions I'm not aware of, although it seems to work for me without problems so far.

     

    Sorry I was copying to much lol... Its amazing thanks it works!

    Thankyou this has been driving me nuts. 

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    Not to hijack this thread or anything but I just wanted to ask, could there be such a "simple" fix for my issue too? It occours when I try to load a building of approx. >410m total height into the asset editor. Everything is fine until I arrive in the window with the model preview. I select my model but upon pressing continue, the game does not close the window and continue to the fullscreen model view. It even says encoding textures in the top right corner but yeah, that's all. I can press continue over and over, yet nothing happens. Frustrating...

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