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Ploefke

Ploefke's blender struggles and assets

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  • Original Poster
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    Well, here it is

    Only problem is that the asset editor doesn't allow me to upload assets as a different building type as a police station. To get this as a functioning farm, use the RICO mod. 

     

    20161024163215_1.jpg

    20161024155638_1.jpg

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    I like it! Shame that it uses the police station template. I'd recommend including the RICO file in the workshop file, using this guide.

    I tried it in game and I couldn't help but notice that half of the time I placed it the textures are more washed out than the other half. Looks like you used colour mapping on the whole model. Was that intentional? The brighter one is a bit too bright imo. (ignore the missing props)

    20161024182830_1.jpg

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  • Original Poster
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    You're right. I forgot that despite the fact my building has no color map, it could have color variations. I'll recommend to fix it yourself in the asset editor, because I have exams for the upcoming 3 weeks. After that, I'll perhaps make a new version like that guide, but atm I amdone with making asset, because the stupid bugging asset editor takes away the fun for me.

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    Good luck with your exams. At first you don't succeed, try again, but don't give up! You will get there, I'm learning at the moment too. Everyone shares your same frustration as the asset editor can be a pain in the ass. But your farm is looking good. Hope to see you back soon giving it another go. 

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  • Original Poster
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    Well. I'm back, and I decided that I could rework the existing assets, because some kinda broke, and I wanted to add some details. Just a question for you guys, is this asset too light?

    20161128185628_1.jpg

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    Agreed, I think it's too bright as well. Especially compared to the real ones, imo. And since you're updating them anyway, could you disable colour variations and add rico files? :D

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  • Original Poster
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    I already loved them but the darker textures make them look even better! thank you. :thumb:

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    When I tried  to start my game, to edit my other assets, I came across this error. I am not really an expert in ready this, is there anyone who has a presumption what is causing this?

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  • Original Poster
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    Well, I'm back once again. This time, I've converted a canoe bij Lord Rato to a prop version and a floating version:

    http://steamcommunity.com/sharedfiles/filedetails/?id=855972371  

    http://steamcommunity.com/sharedfiles/filedetails/?id=855924804  

    At the moment, I'm converting a model that I found somewere of a small Bulk Barge. I've already removed about 10.000 tris, and I have 12.000 tris right now. Should I go on? BTW, Don't mind the textures, they're placeholders. 

    20170203145226_1.jpg

    20170109195742_1.jpg

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  • Original Poster
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    Very nice, reminds me that I promised to make an empty version of my ship to be used in shipyards... but you got it covered already :D. And more river ships, yay! Though 12k tris is quite a lot, tbh... To compare, the Cimskip in your last picture is less than 3000 tris.

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  • Original Poster
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    23 hours ago, Lee Towers said:

    Very nice, reminds me that I promised to make an empty version of my ship to be used in shipyards... but you got it covered already :D. And more river ships, yay! Though 12k tris is quite a lot, tbh... To compare, the Cimskip in your last picture is less than 3000 tris.

    Jup, it is a quite heavy asset, but if there are only 4 barges on one map, it isn't that bad.

    ----

    In other news, I took 2 default silos in an apart assets:  

    http://steamcommunity.com/sharedfiles/filedetails/?id=859700371  

    http://steamcommunity.com/sharedfiles/filedetails/?id=859619646

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  • Original Poster
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    update: I'm busy making another asset. This time, it is a small dutch house. I've got one small problem, and that is the fact that the normal map seems to $%&^! up. What is the cause of this? 

    20170322172115_1.jpg

    hoes_n.png

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    How did you make the normal map?

     

    At first glance, it does look weird, but I'm not sure I can describe why or how. It just doesn't look quite right.

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    The parts in the top left and in the bottom right are incorrect.

    A normal map basically stores a XY vector for each pixel. That vector determines how much sunlight is reflected from that pixel.

    The neutral color (a vector facing straight up) is #8080ff = 128 128 255 RGB. Make sure that all flat parts of your texture (like flat surfaces, walls, ground) are matching that neutral color.

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  • Original Poster
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    Hey guys, long time not seen. I'm picking up my work again because I wanted some more diversity in my city. Recently, I retextured an asset, made an lod, edited the asset together, and when I'm trying to use it, the following error pops up:

    Broken assets:

    Dutch House #7.Dutch House #7_Data: LOD aci null [BrokenAssetException]

    Details:
    No details

    When I force the building to grow, the building is visible, but the LOD is not. Does anybody know what the heck is going on here?

    20190423184425_1.jpg

    20190423184427_1.jpg

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    The LOD is missing an aci map (alpha, color, illumination). When you are importing it, it might be required to have at least one of these 3 textures.

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    On 23-4-2019 at 11:23 PM, boformer said:

    The LOD is missing an aci map (alpha, color, illumination). When you are importing it, it might be required to have at least one of these 3 textures.

    Thanks for the help. I only had a color map, but I added the rest, and now it works.

    So, Update time:

    https://steamcommunity.com/sharedfiles/filedetails/?id=1721487413

    Dutch House #5

    Just retextured this after my friend attended me on the fact that are enough darker roofs in the Netherlands, but I had none.

    https://steamcommunity.com/sharedfiles/filedetails/?id=1721490647

    Dutch House #6

    An update to one of my oldest assets. Cleaned the texture, made the entrance on the other side, darkened the texture to prevent the eye-killing brightness, and removed some props.

    https://steamcommunity.com/sharedfiles/filedetails/?id=1722253023

    Dutch House #7

    A version of Dutch House #6. I removed the dormers, made an LOD, made another roof texture, and slightly readjusted the doors to make base bottom function better. 

     

    20190423194433_1.jpg

    20190424174307_1.jpg

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