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OwiHH

two custom fbx togehter as one?

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I wonder if it is possible to create a assets Prob you will see later within the asset editor to use / put together 2 custom probs.

I ask this because of the limition on the textures.

I have 2 buildings and want to put them together as 1 but wont make 1 texture .. so 2 .fbx togehter somehow?

i tryed few creations but never showed up lets say as common prob.


  Edited by OwiHH  

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The game doesn't support multiple fbxs or even multiple elements in one fxb. You'd have to collapse the two models together and merge the textures into one. That's the only way as far as I know. For the textures the easiest was would be to just put one tile on the left and one on the right, then manually shift the UVs for the second building (well that's how I would do it).


  Edited by GC_Vos  
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    but the assets editor allready have few beautyfications to plop.. so if we can manage to get custom ones / billboards, trashs ... into the game that wouldt be 2 fbxs ;-)

    Problem with 2 merged textures is increased resolution / filesize but yes did it that way allready but wonder if there is a better way.

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    Sorry, I'm a bit confused about what you mean  :P

    Sure you can have as many instances as you want (well 64 max of course) with one fbx for each prop, no merging involved. And yes if you combine multiple assets into one, logically your file size will increase, but probably not by much compared to using the two separate props. It's definitely a clever way of staying under the limit.

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    Since we allready have the option to fill a custom.fbx asset with other stuff that is somehow a asset(orginal created) i wonder if there is a way to add more assets like the statue 2 screenshot. That way i have 2 custom textures and 2 custom fbx within 1 asset. Or even more 1 main asset with 1-2-3-4-5 custom assets fbx`s.

     

    The question is how to create fbx`s we can use within the editor?

    Like the network extension streets.. i can use the custom made streets within a custom fbx.

     

    fbx.thumb.jpg.444117704a029954e95fdc7f58


      Edited by OwiHH  

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    Okay, hold on hehe. Unless I've missed a magical outport/merge/import/save/reload button, I'm affraid there's no way to do that ingame, probably not even technically possible. Correct me if I'm wrong anyone. I will try to explain it because there's an important difference between fbx files, assets and props which you may be overlooking.

    Fbx files are the original 3d model files, these cannot ever be changed, saved and/or modified ingame, the game is import only unless you have mod tools installed.

    Assets really only hold the one fbx you picked after choosing a template, in this case your building. You are adding other prop assets into a 'container file' (your new asset) which does not actually contain the prop fbx files, only their placement position compared to your building. That's why they always appear separately in your toolbar depending on whichever props you have, they are never merged into one file.

    If you have 3ds max or Blender it should be pretty easy to bunch up the originals, but yeah you do need to be prepared to do all that manually outside of the game like I explained earlier. I wouldn't do it for a horse statue :golly:


      Edited by GC_Vos  

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    ok .. yep i know fbx obj whatever.. yep they are the model files. Shouldt i`ve said .crp ? Can we skip the basic of creating 3dmodels, please! ;-)

    Dosnt matter.. dont you see the option having more then 2-3-4 created .crp files ?..

    Basicly yes you create the fbx make a .crp and have it ingame. If i created the custom .crp out of the fbxs i see them within the editor to open it.

    Also we have alot small content stuff, i believe .crp`s to  - its created the same way every other 3d models gets created. They are 3d polys - no 2d textures or animated gif textures or whatever.. nope they are little buildings that have same triangles and vertices with its own uv mapped texture.

    Why shouldt it not possible create these content for the editor?

    It shouldt have a id like every other content for the game marked for use within the editor only.. 

    Beautification mod pulled it out of the editor we can use now ingame. There must be way creat more stuff like that for the editor. :D Thought someone allready is on that because it givs you so much more option creating assets.

     

    Large footprint mod givs you option to have bigger custom assets.. someone build a large footprint mod to create big big statue content for the editor.

     

     

     


      Edited by OwiHH  

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    Alright I understand your point now, you essentially want to chainlink crps into one crp so you can place it in another crp :rofl:

    But honestly why go through all that trouble lol? Asset files aren't meant to be stacked like that. That should really be done while modelling. Anyway, think you get my point.

    Who knows there might be a mod out there that does this but I kinda doubt how useful it would be, plus it probably would give you problems sharing the files (if you wanted to)

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    Alright I understand your point now, you essentially want to chainlink crps into one crp so you can place it in another crp :rofl:

    But honestly why go through all that trouble lol? Asset files aren't meant to be stacked like that. That should really be done while modelling. Anyway, think you get my point.

    Who knows there might be a mod out there that does this but I kinda doubt how useful it would be, plus it probably would give you problems sharing the files (if you wanted to)

    Actually there is a "sub buildings" variable that allows you to place buildings in buildings, but as far as I know none of the vanilla assets use it.

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    Really I didn't know that! Is it actually functional (i.e. would the asset show up for anybody else)?

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    has anyone seen the source of advanced vehicle editor? because the way that mod saves all the engine and trailer files into one .crp file is exactly what we need to get sub buildings to work in game. Right now I can edit sub buildings using modtools and i can get it to load if i only use vanilla assets as the sub buildings. If i use a custom asset the game doesn't load the assets in the right order, so the asset fails.

    I have a feeling that if we could save all the assets into the one .crp file that would overcome the loading order issue, and should make sub buildings possible (what with CO updating the other serializations).

    Does anyone have any contact with AVE author? Or failing that know how AVE works with its custom save feature?


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    I thought sub buildings were already available, atleast Boldlybuildings used it for several of his buildings.

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    3 hours ago, Darf said:

    I thought sub buildings were already available, atleast Boldlybuildings used it for several of his buildings.

    yes but he uses boformer's mod "sub buildings enabler" to do so - I want to be able to do so without people needing mods to place the assets in game. I could certainly use that mod BUT it doesn't actually work the same as proper sub buildings anyway as each module still needs a road connection - with CO sub buildings (either international airport or match day) the separate modules don't need road connections - they all just sit there and use the road connection of the base building


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    3 minutes ago, Bad Peanut said:

    as each module still needs a road connection

    no. You just have to use the modules from international airport as a template for your sub-buildings.

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    2 hours ago, boformer said:

    no. You just have to use the modules from international airport as a template for your sub-buildings.

    yes but that means you can only have modules using the dummybuildingAI and no other AI, whereas if you use any other AI that requires a road connection than it will still need it. 

    If however you edit the international airport and change one of its modules to the vanilla train station, then it can load that AI but not require a road connection for that train station module - instead it just uses the base airport module for the road connection


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    below you can see the international airport edited with modtools to change most of the building's (not the apron) modules to the vanilla train station, then i repositioned them to overlap (another thing you can't do with sub buildings enabler unless you use anarchy to cancel collision) 

    The only road connection required is the one needed by the original base building module (the entrance module to the airport) 

    the train stations even though they would by themselves require road connections, do not need it when embedded as a proper sub building.
     

     

    Screenshot 152.png

     

    Screenshot 152.png

    Screenshot 153.png


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    46 minutes ago, Bad Peanut said:

    then i repositioned them to overlap (another thing you can't do with sub buildings enabler unless you use anarchy to cancel collision) 

    Why not? I did that in my SBE tutorial. The only thing you can't do is overlap networks.

    55 minutes ago, Bad Peanut said:

    the train stations even though they would by themselves require road connections, do not need it when embedded as a proper sub building.

    There are simple rules for road connection requirements. The basic rules are:

    • Buildings with Garbage Accumulation or Fire Hazard not set to zero require a road connection
    • Buildings with workplace/job stats not set to zero require a road connection
    • Buildings with visitors/tourist stats not set to zero (e.g. monuments, parks) require a road connection

    Additionally, these building types always require a road connection: Cargo Harbor, Cargo Hub, Cemetery, Road-Vehicle Depots (e.g. Bus Depot), Road-Vehicle Transport Stations (e.g. Bus Hubs), Fire Stations, Hadron Collider, Passenger Harbor, Heating Plant, Hospital, Landfill, Maintenance Depot, School, Snow Dump, Space Elevator, Taxi Stand

    To create a train station with no road connection requirement, you have to set

    • all workplace/job stats
    • garbage accumulation
    • fire hazard

    to zero.

    It has nothing to do with sub-buildings or the SBE mod.

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    1 hour ago, boformer said:

    Why not? I did that in my SBE tutorial. The only thing you can't do is overlap networks.

    There are simple rules for road connection requirements. The basic rules are:

    • Buildings with Garbage Accumulation or Fire Hazard not set to zero require a road connection
    • Buildings with workplace/job stats not set to zero require a road connection
    • Buildings with visitors/tourist stats not set to zero (e.g. monuments, parks) require a road connection

    Additionally, these building types always require a road connection: Cargo Harbor, Cargo Hub, Cemetery, Road-Vehicle Depots (e.g. Bus Depot), Road-Vehicle Transport Stations (e.g. Bus Hubs), Fire Stations, Hadron Collider, Passenger Harbor, Heating Plant, Hospital, Landfill, Maintenance Depot, School, Snow Dump, Space Elevator, Taxi Stand

    To create a train station with no road connection requirement, you have to set

    • all workplace/job stats
    • garbage accumulation
    • fire hazard

    to zero.

    It has nothing to do with sub-buildings or the SBE mod.

    Everything you said you can't do is what you can do if sub buildings was properly enabled by CO. You can overlap networks. Buildings can still have all their stats (the stations above are vanilla unedited yet do not need road connections individually). 

    I think that if we could package separate assets into a single crp file then it could be done with custom assets. 


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    11 minutes ago, Bad Peanut said:

    Everything you said you can't do is what you can do if sub buildings was properly enabled by CO. You can overlap networks. Buildings can still have all their stats (the stations above are vanilla unedited yet do not need road connections individually). 

    I think that if we could package separate assets into a single crp file then it could be done with custom assets. 

    I know the sub-building code very well. There is no difference between SBE and the integrated sub-building loader.

     

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    @boformer well if that's the case how do you explain me being able to get two different results. One using SBE Mod and i get all modules (yes with stats) needing road connections, and then the other using the integrated sub buildings loader and having the same modules not need road connections despite having all their original stats. the one limit being they must be assets loaded from the CO library not any workshop assets.

    The only thing I'm after here is working out a way to package multiple assets into a single .crp file so they all load at one time, therefore being able to be dependent on one another - just like AVE has done by tweaking the vehicle editor.
    I don't know if that'll actual solve the problem I'm having but I thought it wouldn't hurt to ask if anyone has the know how to look at the code of AVE and see if it would be transferable to building assets...


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    I don't think that it is transferable. AVE just enables an existing feature.

    can you send me your assets and the SBE XML file? I would like to take a look.

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