Jump to content
foxnine

Increasing size limit in asset editor?

36 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

hi all

I made the National Congress of Brazil but since it's huge (aprox. 150x160m), it doesnt fit in the asset editor, which is a shame :(

Is there anyway to unlock this limitation using ModTools?

51xoD18.png

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I cannot say for certain that the asset editor can expand beyond the 16x8 lot. Usually what mod makers would do to counter this, especially with a large building like this is to make it modular and each important part separate. (like the massive mall that was released a few months ago on the STEX). One possible (though unlikely) problem you might have is sorting the alinement of each building.

51xoD18.thumb.png.6e0d94e9b7634eefea871d

As I provided, I can posibly just suggest this layout unless someone else with more experience can correct me. Each box is a separate lot made from the maximum lot to my knowledge.


The world is what you make of it, no matter what others say or do, you are still responsible for what you do.

Finding a way to criticize everything is a waste of time and effort that can be used to do something enjoyable.

"'Unknown', simply means more things to explore." -Unknown

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

maybe it will be possible some day. There are many ckecks in the game code to ensure that no assets > 16x8 can be imported.

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    I cannot say for certain that the asset editor can expand beyond the 16x8 lot. Usually what mod makers would do to counter this, especially with a large building like this is to make it modular and each important part separate. (like the massive mall that was released a few months ago on the STEX). One possible (though unlikely) problem you might have is sorting the alinement of each building.

    As I provided, I can posibly just suggest this layout unless someone else with more experience can correct me. Each box is a separate lot made from the maximum lot to my knowledge.

    Completely forgot about this trick, gonna use it on my next assets. but the alignment sure is a problem..

    maybe it will be possible some day. There are many ckecks in the game code to ensure that no assets > 16x8 can be imported.

    Indeed.. I'll take a try on the modding API and see what I can find. probably not much.. Any chance of a mod if requested to the modders?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I cannot say for certain that the asset editor can expand beyond the 16x8 lot. Usually what mod makers would do to counter this, especially with a large building like this is to make it modular and each important part separate. (like the massive mall that was released a few months ago on the STEX). One possible (though unlikely) problem you might have is sorting the alinement of each building.

    Temporary roads used for placement could help a lot.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    we can detour the static methods in BuildingInfo to allow bigger plots. But I don't know if there are any other checks we have to modify.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I cannot say for certain that the asset editor can expand beyond the 16x8 lot. Usually what mod makers would do to counter this, especially with a large building like this is to make it modular and each important part separate. (like the massive mall that was released a few months ago on the STEX). One possible (though unlikely) problem you might have is sorting the alinement of each building.

    Temporary roads used for placement could help a lot.

    True, the settings must allow it also e.g. no garbage or forced road requirements, which then causes having a building complaining on the city all the time.


    The world is what you make of it, no matter what others say or do, you are still responsible for what you do.

    Finding a way to criticize everything is a waste of time and effort that can be used to do something enjoyable.

    "'Unknown', simply means more things to explore." -Unknown

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    I'll try to change the value in BuildingAI, compile and replace the original. I may be able to extend the limit to 20 or even greater.
    A doubt came into my mind while browsing the ILSpy, the user need to have the custom Assembly-CSharp or only me?

    currently installing visual studio community 2013.. I only have vs express, but this one only supports windows store apps. damn you microsoft


      Edited by foxnine  

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    I tried on MonoDevelop but got an error when building it on AreasWrapper.. Not sure if I did it right.

    I dont mind if I test your mod for you lol

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Can't see where it were cut down (never paid attention to the CO HQ btw). Did you tried to fill the ground with any type of tile?

    I found BuildingAI and changed the values, the problem is when I compile it. the project presents errors on the AreasWrapper (an undeclared variable... it just doesnt make sense, right?) I'll take a look! Thankz, that's gonna be a big help.


      Edited by foxnine  

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    You are doing it wrong. You have to modify the code at runtime using detours instead of recompiling it.

    Also, aren't those methods static?

    I will look into it this weekend.


      Edited by schmidtbochum  

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Got progress on making it to the asset editor! And my building is completely fine

    But when I try to put any kind of prop surface, this error goes on. Major problem here, I can't close it. The only way to get back to the main menu is closing the game via task manager.

    edit: Props are still 100% fine

    JGXWzrz.png

    @AJ3D the example that you gave has some flaws, but its not a bad thing, you probably wrote it quickly :)

    if anyone is interested..

    Replace "using ColossalFramework" by "using UnityEngine.UI"

    Check the brackets (you missed one there)


      Edited by foxnine  

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Grass and concrete, both gave me the same error. Interesting that the props, door/parking/people markers are fine. The error is just with tiles

    I'm afraid that I can't help a lot with modding. My programmers skills are just html/css and basic logic. assets are the only thing I make for Cities.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    can you paste the complete error? Click on the Copy button in the error window and paste it here.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Sorry about the late response. I'll take a try, thanks for the support!

    Here's the entire error:

    Array index is out of range. [System.IndexOutOfRangeException]

    Details:
    No details
    System.IndexOutOfRangeException: Array index is out of range.
      at Building.TerrainUpdated (.BuildingInfo info, UInt16 buildingID, Vector3 position, Single angle, Int32 width, Int32 length, Single minX, Single minZ, Single maxX, Single maxZ) [0x00000] in <filename unknown>:0
      at BuildingInfo.TerrainUpdated (.TerrainArea heightArea, .TerrainArea surfaceArea, .TerrainArea zoneArea) [0x00000] in <filename unknown>:0
      at ToolManager.TerrainUpdated (.TerrainArea heightArea, .TerrainArea surfaceArea, .TerrainArea zoneArea) [0x00000] in <filename unknown>:0
      at TerrainManager.Managers_TerrainUpdated (.TerrainArea heightArea, .TerrainArea surfaceArea, .TerrainArea zoneArea) [0x00000] in <filename unknown>:0
      at TerrainModify.UpdateAreaImplementation () [0x00000] in <filename unknown>:0
      at TerrainModify.EndUpdateArea () [0x00000] in <filename unknown>:0
      at SimulationManager.SimulationStep () [0x00000] in <filename unknown>:0
      at SimulationManager.SimulationThread () [0x00000] in <filename unknown>:0

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Im not gonna read all the responses so sorry if it's been said.. But you can build something outside the limited size and it will show up just fine. However if you can't place props and such outside the zoned area so adjust your building accordingly. :)

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    That's not gonna be a good way to fix it.. I need people markers on top of the main building and the main ramp takes more than 8 spaces :/

    I can wait for the larger monuments mod. no hurries! :)

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Found this line. It's on TerrainManager, so I assume that could be related to the flattening problem. I tried adding the override to the mod but didn't worked


    hueuah.jpg


      Edited by foxnine  

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Did the code I sent to you work? Any changes made?

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    32x16 isn't bad at all. I have some projects that could be fitted in. Do you mind sharing the mod? :)

    Well, the Congress gotta wait more. lol

    edit: I was thinking.. we could try 64x32 (yeah, its huge). Since the default size is 16x8, then we got 32x16 working... It's like the game only reads (2SxS, S stands for cell size)


      Edited by foxnine  

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Highly interested in the 32x16 plots. Would certainly aid me with my modular distribution centres and airports thats a fact

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I will see what I can do when I get home.


      Edited by schmidtbochum  
    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    @AJ3d I solved the concrete painting issue:

    This one is 32x32:

    6lfJzYw.jpg

    I also found the error in my code. It now works flawlessly.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    You guys are awesome! :D

    How about compatibility? The asset done works if shared to someone who doesnt have the mod?

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Here's the result of my WIP building with the mod! Wouldn't achieve such beautiful thing without you guys, thanks a lot! :)

    Still needs fixes on the LOD and some texturing issues..

     

    AqRLIF8.png

    X2SG7N6.png

    DGELOkx.jpg

    bkcuEJL.jpg

     

     

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Nice work once again man!

    How far do you plan on taking this? Do you think you'll be able to clean up things like the concrete disappearing near roads?

    Let me know if you need any research or testing assistance!

    It will be difficult to find out what is causing these bugs. Collision detection is not my specialty, and the code is cryptic.

    There is also a bug in the asset editor that occurs with sizes > 32x32 (ground texture messed up)

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Nice work once again man!

    How far do you plan on taking this? Do you think you'll be able to clean up things like the concrete disappearing near roads?

    Let me know if you need any research or testing assistance!

    It will be difficult to find out what is causing these bugs. Collision detection is not my specialty, and the code is cryptic.

    There is also a bug in the asset editor that occurs with sizes > 32x32 (ground texture messed up)

    The asset editor does not need a mod to have bugs :)

    • Like 1

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections