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Jose26x

My mod will disappear

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Hi buddies, I created my first mod using SketchUp.

Everything is fine till I put in the game, I had an error LOD_FBX is broken. everything in the game seems fine but ward off the camera, the mod will disappear. I forgot to color variation is not disabled.

 

Capture.PNG

Capture3.PNG

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  • Original Poster
  • I'm actually creating it, but do not really understand how it works LOD,

    gWbSFUN.png

    pqDNFf8.png

    bIn5O4I.png

    In the game editor tool everything seems to work well

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  • Original Poster
  • Broken assets:

    House Farm 4x4 v1.House Farm 4x4 v1_Data: LOD xys null
    House_Farm 4x4 v1.House_Farm 4x4 v1_Data: LOD xys null [BrokenAssetException]

    Details:
    No details

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    Did you make your own lod texture as well?

    Then you need to provide a few color maps for the editor, because there's a bug with it.
     

    Quote

    If for some reason you would like to override the auto-texture generation process (also called baking), you can create a diffuse texture for this low-poly model by importing a texture with "_lod_d" suffix (lowercase "lod" is important). If the diffuse texture is overwritten, the baking process is skipped entirely, so normals, speculars, etc also need to be set manually, or you lose the advantage from the automatic normal map creation. Note: due to a bug in version 1.1.0, using this feature requires additionally importing both lod_s and lod_a for the model to work at all; neutral ones can be used.

    http://www.skylineswiki.com/Asset_Editor

    I suggesting reading this carefully if you haven't.

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  • Original Poster
  • I think the problem I'm having, I'm creating a LOD.fbx with the same size of the original model with the same texture but lowering of 2048x2048 to 128x128.

    ok, my first texture is created by 2048x2048 in photoshop is the one that applied to the original model using Sketshup, then change to 128x128. and I apply the same model, but the model does not change size. I think that's the problem with the texture and the other is the size of the mod that use the same in the LOD

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    There's a bug with the game where LOD textures that are not within the 0-1 UV coordinates will result in a broken LOD. You may want to check that out. Make sure your LOD texture UV is between 0-1 coordinates. It's better to export your LOD model in Blender and texture for LODs as it is very hard to move your UVs with precision in Sketchup. I love using Sketchup for modeling but sadly it's not UV friendly.

    BTW 2048 for the main model may be overkill. The details seem simple enough for 1024 or 512. Just a suggestion.

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  • Original Poster
  • 33 minutes ago, Mr_Maison said:

    There's a bug with the game where LOD textures that are not within the 0-1 UV coordinates will result in a broken LOD. You may want to check that out. Make sure your LOD texture UV is between 0-1 coordinates. It's better to export your LOD model in Blender and texture for LODs as it is very hard to move your UVs with precision in Sketchup. I love using Sketchup for modeling but sadly it's not UV friendly.

    BTW 2048 for the main model may be overkill. The details seem simple enough for 1024 or 512. Just a suggestion.

    The problem I have with blender is I do not import files .fbx

    Thanks for the suggestion. That's what it's about learning.

    I will exchange for that recommendation.

    Asked if I change my texture to 1024 x 1024, lod.fbx texture, can be:
    512 x 512 or 1024 x 512.

    The size of the model. It may be the same or a little smaller?
    To create the LOD.FBX.

    the size of the model is:

    20.35m long x 28.47m high.

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    What do you mean by making it smaller? Ideally the lod has the same dimensions. You may want to consider making a simplified version i.e.:

    Screen%20Shot%2009-25-16%20at%2011.32%20

    Also 1024 and 512 are too large for lods (unless you're creating a huge skyscraper or stadium). 128 should be fine for a building this size. Relating to what MrMaison mentioned, this is because lod textures for all buildings are combined into one megatexture. If there's buildings in there with really large lod textures, they will chew up more memory than needed.

    Another quick note, your illumination maps shouldn't have any colors. ;) You can also leave out the alpha maps (.a), since your building doesn't have any parts you want to 'look through'.

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  • Original Poster
  • Hello, I want to say thanks for your help.
    I could do, my goal thanks to you.

    I have to work a little more on the colors for a better view in the future but I feel satisfied, to be my first mod.

    Remove the resolution mentioned by a smaller,

    lod and texture of a 128 x128 also remove the lighting and alpha texture.

    this was the result

    Capture.PNG

    Capture.PNG

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  • Original Poster
  • 18 hours ago, boformer said:

    ¡No está mal! La textura de la azotea es un poco demasiado repetitivo.

    Yes,
    I did not like much, I'm looking for another way. maybe single color

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