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squirrelarmyuk

Squirrel Goes Nuts with Asset Building.

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Hey Guys,

I'm taking my first major steps into asset creation and I think I've set myself a nice challenge to begin with. 

I've been playing with the idea of an elevated freight cargo station for a few weeks now and I've managed to get the basic concept working using the asset editor I'd like to be able to take this to the next step and make it into a fully functioning workshop asset. 

Using the blank cargo template I deleted the existing rail and reinserted it at a height of 12u. I've noticed a range of different skins available for the rail and no matter which one I use the track works for transporting cargo. I have noticed one major issue though, once I make the track longer than 12u a crossing point appears in the middle of the asset, this then becomes the spawn point for trains leaving the station.

This is not ideal, I could leave the track at 12u or less in length but it would mean it would be too short for most freight trains. Is there a tool I'm not using which means I can have the crossing points at the ends of the station track? I am using network skins.

The next question I have is about the entry & exit paths for the cargo trucks. On the template they are set up in the centre, is it possible to move them or add additional ones? I have noticed some pink paths in the editor but not seen any related to cargo. If they can't be moved then it's no real issue, I've noticed that I can edit the width of the asset and the paths change to suit.

Once I get the technical part of the asset working I'll be able to start working on a model for the actual station itself. A lot of thanks to Jerenable for his embankment assets, these are great for this style of building and I'm planning on creating my building to compliment these props. 

I have noticed that if I add a road to the asset to go through one of the tunnels it breaks the asset and stops the freight trains arriving, I don't know if this is something that can be addressed though.

I'm very new to asset creation so if there's any advice people have for this ongoing project it will be great. 

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Really cool project, can't wait to see how it turns out!

I can only help you with the lenght of the tracks at the moment. First, get ModTools. You have to place a small segment of tracks (long enough before the crossing appears) and then use this script: (press F7 to open console, copy-paste the script and Run)

// change this to true to make the bulldozer work for train station tracks and other networks
bool makeAllNetworksEditable = true;

var mgr = NetManager.instance;
for (var i = 0; i < mgr.m_segments.m_size; i++)
{
    if (mgr.m_segments.m_buffer[i].m_flags == NetSegment.Flags.None) continue;

    Debug.Log("Segment " + i + " -  Type: " + mgr.m_segments.m_buffer[i].Info.name + ", Length: " + mgr.m_segments.m_buffer[i].m_averageLength);
    if (makeAllNetworksEditable) mgr.m_segments.m_buffer[i].m_flags &= ~NetSegment.Flags.Untouchable;
}

In the console, a list with all segments will appear. Find the ID of the Train Cargo Track Elevated network. Then use this script: (fill in the segment ID, then play with the Vectors. I think you only need the first value (x,0,0) Each time you run, the segment is moved)

// specify the id of the segment you want to edit (search with the other script)
var segmentId = 4927;
            
// specifies how the start and end point of the segment are modified
// x, y, z in meters (the second parameter is the height)
var moveStart = new Vector3(0, 0, 0);
var moveEnd = new Vector3(0, 0, 0);

// Here you can change the network type (e.g. from ground train track to elevated train track)
var changeNetTypeTo = "Rail1LStation";

// --- end of editable variables ---
var mgr = NetManager.instance;
if (mgr.m_segments.m_buffer[segmentId].m_flags == NetSegment.Flags.None) 
{
    Debug.Log("Invalid Segment ID (see first line of script)!");
}
Debug.Log("Modifying segment " + segmentId + " (Type: " + mgr.m_segments.m_buffer[segmentId].Info.name + ")...");

mgr.MoveNode(mgr.m_segments.m_buffer[segmentId].m_startNode, mgr.m_nodes.m_buffer[mgr.m_segments.m_buffer[segmentId].m_startNode].m_position + moveStart);
mgr.MoveNode(mgr.m_segments.m_buffer[segmentId].m_endNode, mgr.m_nodes.m_buffer[mgr.m_segments.m_buffer[segmentId].m_endNode].m_position + moveEnd);

Debug.Log("Segment start/end points modified!");

var netInfo = PrefabCollection<NetInfo>.FindLoaded(changeNetTypeTo);
if (netInfo != null)
{
    ushort newNetTypeId = (ushort)netInfo.m_prefabDataIndex;
    mgr.m_segments.m_buffer[segmentId].m_infoIndex = newNetTypeId;
    Debug.Log("Net type changed to " + changeNetTypeTo + "!");
}
else
{
    Debug.Log(changeNetTypeTo + " is not a valid net type! skipping net type changing...");
}

Good luck

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ekCYJKD.pngTim The Terrible's Steam Workshop

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    Thanks @Tim The Terrible That is an answer and a half and definitely the first step needed for this project.

    Mod tools is something I've not looked at yet but will certainly get on it. Looks like an evening getting my brain working :D

     

    I've got some rough modelling done on how I'm planning the station to look. I've based it on the embankment props by @Jerenable so it should fit in nicely alongside those.

     

    Elevated Freight Front.JPG

    Elevated Freight Rear.JPG

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    At first I was a tad skeptical about your project, I mean most people that approach me with a project or idea don't follow trough. Anyhow this looks like its setting out to be a really nice project. Keep up the good work!

    Oh I almost forgot are those arches exactly the same size as in my props?


      Edited by Jerenable  

    added a question
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    12 minutes ago, Jerenable said:

    At first I was a tad skeptical about your project, I mean most people that approach me with a project or idea don't follow trough. Anyhow this looks like its setting out to be a really nice project. Keep up the good work!

    No problem at all.

    One thing I've noticed about a lot of the assets on CS, especially the different bridges, is that none of the styles fit together. Assets by different creators generally don't really fit in with one another. The textures you used for your embankment are pretty good, if possible I'd like to use the same ones for this. 

     

    Elevated freight is one of the main things neglected in this game. There are plenty of raised passenger station assets so it is quite common to have train lines above road level throughout the city, the problem comes when you want to use the same rail network to import your freight to the commercial heart of the city. The only option currently is to have a spur coming off the main line and back down to ground level, when you like nice gradual slopes for your rail network this can soon take up a lot of valuable space. 

    The Victorians knew this and it was fairly common to have lifting towers next to the rail to get the goods to and from ground level. 

    465730-58626-800.jpg

    The asset I'm trying to make is a version of this but with more modern lifting engineering inside the tower. Hoping to keep it to a width of no more than 4 tiles so it can fit in within standard city blocks. Overall length to be 14 tiles. 

     

     

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    56 minutes ago, Jerenable said:

    Oh I almost forgot are those arches exactly the same size as in my props?

    Without your actual model to compare with I've just guessed at the sizes for now. I'm hoping it will be very similar to your arches so you can link this asset to your overpass ones by using your props as filler. 

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    The style of brick throughout the world is really different, while we almost have no chalk stone here in the Netherlands we have a lot of clay. This means almost all of the brick used here is red baked brick. While in the UK is mostly chalk and sandstone (the yellow bricks) which oxidize in air to have a back carbon stain. The country where you are from mostly  decides the color and kind of style you choose to make your building of in this case the brick. :3

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    There is a special elevated cargo station track you have to use. I think it's only available in AfterDark (used in the Cargo Hub).

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    I've run into a first snag. I'm trying to import a basic model into the asset editor so I can see if the basic functions work and I can modify the tracks using the method suggested by @Tim The Terrible I have just added some basic textures for now and just made the lifting tower part of the model. 

    When I go to the asset editor the model doesn't appear and no idea why. 

    I'm used to other 3D modelling packages such as AutoCAD and Solidworks so trying to learn 3DS Max as well is adding to the challenge.

    I've attached the model in this post so hopefully someone can tell me where I'm going wrong.

    Lifting Tower Low res.FBX

     

    LTLR_n.tga

     

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    Pictures are not working. 

    I also had models not showing up, while it was showing in the viewport. One thing I always do when that happens is set the scale to 10 or 100. Most of the time I don't pay attention to the scale when export from Blender, and it shows up as a molecule in-game (really really small) making it look like it's not there at all. Try that! :P 

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    ekCYJKD.pngTim The Terrible's Steam Workshop

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    Just now, Tim The Terrible said:

    Pictures are not working. 

    I also had models not showing up, while it was showing in the viewport. One thing I always do when that happens is set the scale to 10 or 100. Most of the time I don't pay attention to the scale when export from Blender, and it shows up as a molecule in-game (really really small) making it look like it's not there at all. Try that! :P 

    My pictures were just black images which has got me thinking that something has gone wrong with the texturing. 

    I'm going to have to stick to just modelling for now and learn more about textures. I did try the scaling inside the editor. I managed to get an 8 x 8 cube to appear and I kept the same scale settings for the model so it should have worked, do you need to texture a model to make it appear inside the asset editor?

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    6 minutes ago, squirrelarmyuk said:

    do you need to texture a model to make it appear inside the asset editor?

    No, if it has no texture it will appear white. 

    EDIT: yeah your .fbx is empty. Make sure you use the right export settings.

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    ekCYJKD.pngTim The Terrible's Steam Workshop

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    It's not exactly empty. This is what I get when importing the fbx into blender. Scale is set to 0.010 and the building seems to be roughly the right size at around 20-30m.

     

    fbx.JPG

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    I think I am starting to get somewhere, I've been using compound objects in order to get the shapes I need. Obviously not the best method of modelling on here as I've got lots of invisible objects which haven't attached to the main poly which have appeared in the above image, I've just read that CS asset import needs to be a single object too

     

    Thanks guys I'm sure I'll be back again for more advice

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    Progress is definitely being made.

    I now have a model imported into the asset editor, the problem was because it wasn't a single object. I have new appreciation for the asset creators of CS, I think once I get my workflow sorted I'll be able to get things moving quicker but I'm enjoying learning new skills.

     

    I have just discovered I can import directly from AutoCAD just need to attach all the meshes to each other and check the scale.

    Freight Lifting Tower - Arch Height Test.PNG

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    Another day, another problem. This one quite a major one. I have been going into the asset editor using the --noWorkshop option as it's far quicker to load in and out of the game even with loading screen/no crash mods due to the amount of assets I have. 

    This is fine for testing the model in the editor and I can even use some props I have in an offline folder. The issue I'm having now is that the game crashes as soon as I load the model in to the editor when launching the game with the workshop option on. I'm assuming this is due to my high asset count. I managed to get it down from about 2800 assets to under 2000 to see if that helped but it's still crashing the game at this point. 

    I need certain mods such as prop anarchy, better bulldozer and network skins to be available in the editor so I can create the asset plus mod tools for modifying the track.

    I've looked to see if there is a --noAssets launch option but it doesn't seem to exist anywhere. I've also looked at the idea of moving all my assets into a collection and unsubscribe all in one go but there is a maximum of 1000 assets in the selection screen to make a collection and can only pick the 1st 1000 when doing that.

    I really want to make assets on a regular basis so I'm wondering if there is an easier method of doing this?

    I'm considering setting up a second Steam account for modding purposes where I can have a small asset load and just basic mods needed for asset creation but I believe this will mean having to purchase the game and dlc again.

    Does anyone know of a way of installing mods while not using the workshop or is there an alternative method to achieve what I'm trying to do?

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    Yes, go to C:\Program Files (x86)\Steam\steamapps\workshop\content\255710 and search for the mods and assets you want in the offline mode, copy those to the local asset folder when you need them in --noworkshop mode.


    Ronyx rhymes with electronics...  

    Steam  //  Twitch  //  YouTube  //  Twitter  //  CSLModding.INFO

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    1 minute ago, Ronyx69 said:

    Yes, go to C:\Program Files (x86)\Steam\steamapps\workshop\content\255710 and search for the mods and assets you want in the offline mode, copy those to the local asset folder when you need them in --noworkshop mode.

    That worked for the assets I needed. I copied the mods to mods folder and it had no effect. Do the mods also need to be in the asset folder?

     

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    No the mods need to be in the local mods folder, assets and mods are seperate, you'll also need to enable them again in the content manager ingame.

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    Ronyx rhymes with electronics...  

    Steam  //  Twitch  //  YouTube  //  Twitter  //  CSLModding.INFO

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    4 minutes ago, Ronyx69 said:

    No the mods need to be in the local mods folder, assets and mods are seperate, you'll also need to enable them again in the content manager ingame.

    Oh yeah I obviously forgot to do that. I think the black not connected to workshop panel put me off. 

    Thanks :D

    I did find another small work around. If I import the fbx file into the editor while noworkshop is activated and save the asset I can then open the file ok with the workshop on although your method and using a reduced asset & mod load would definitely be the quicker workflow for asset creation.

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    I have the model about 95% complete now, there's a couple of minor changes I'd like to make to it but otherwise it's all there.

    For functionality it seems to be as good as I can get it. Trains drop off cargo, trucks drive in and out. The only issue occurs when you place additional rail tracks behind it as the cargo truck lines extend beyond the asset, I've noticed this is a problem with other freight stations too on the workshop. 

    I've done some testing in my city and everything else seems ok, I just need to learn how to do the textures and it should be ready to go. 

    One thing did concern me, on the texturing thread I mentioned I was using AutoCAD to model buildings with and was told this could mean problems with meshing, the model has 3,600 tris, is this a high count for a building of this size?

    I've attached the alpha version of the asset in this post and here's a few shots of the untextured model in action. @Jerenable your embankment props fit in perfectly :D

     

    Elevated Freight Alpha4.crp

    Elevated Freight - Alpha Front.jpg

    Elevated Freight - Alpha Night.jpg

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    Looks awesome, and I really like the idea! But I feel like it needs to be bigger (wider) to make it more realistic. Like, how does the cargo get to the train? Magic? And it's a relatively small loading/unloading area. I actually don't know many elevated freight station (0 to be exact) but I'm feeling it would be more than this. Don't get me wrong, the model you have is great, especially for a frist one. If you're not into the whole 'realism', I'll already thinking of making on too, inspired by the ones in NYC

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    ekCYJKD.pngTim The Terrible's Steam Workshop

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    6 hours ago, Tim The Terrible said:

    Looks awesome, and I really like the idea! But I feel like it needs to be bigger (wider) to make it more realistic. Like, how does the cargo get to the train? Magic? And it's a relatively small loading/unloading area. I actually don't know many elevated freight station (0 to be exact) but I'm feeling it would be more than this. Don't get me wrong, the model you have is great, especially for a frist one. If you're not into the whole 'realism', I'll already thinking of making on too, inspired by the ones in NYC

    I'm hoping to see more elevated freight stations now that it has been shown to be technically possible.

    I definitely agree with you on the realism side of things and it is something I've thought about. The building was inspired by an existing Victorian structure in my home town (picture in the 5th post of this thread). The rest of the station has been demolished but the lifting tower remains, what you can't see from the first images I posted is the container crane inside the building.

    Adding a lift shaft down to ground level is one of the changes I am planning to make. I'm imagining that the city planners have removed the old lifting gear and replaced them with modern machinery but still keeping the historic exterior of the building. 

    As for the width, 4 tiles is the maximum I'd like this asset to be. City centre space is valuable, having a compact freight station would mean it fits nicely within the standard zoning area. I've also designed it to fit next to this asset; http://steamcommunity.com/sharedfiles/filedetails/?id=762691618 

    I already have ideas for more modern versions of freight stations.

     

     

    Edit:

    Just thinking, @Tim The Terrible did you mean alter the length of the building instead? Currently it's 4 tiles in length and width, instead of 4 arches I could increase it to 12 so more of the train will be covered by the building. Although doing so would increase the tri count dramatically. 

     

    Elevated Freight - Crane.jpg

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    12 hours ago, squirrelarmyuk said:

    Currently it's 4 tiles in length and width, instead of 4 arches I could increase it to 12 so more of the train will be covered by the building.

    Maybe something in between. But I think more than 4 arches would be great ! Very awesome model btw !! 

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    On 9/30/2016 at 2:17 AM, Tim The Terrible said:

    Looks awesome, and I really like the idea! But I feel like it needs to be bigger (wider) to make it more realistic. Like, how does the cargo get to the train? Magic? And it's a relatively small loading/unloading area. I actually don't know many elevated freight station (0 to be exact) but I'm feeling it would be more than this. Don't get me wrong, the model you have is great, especially for a frist one. If you're not into the whole 'realism', I'll already thinking of making on too, inspired by the ones in NYC

     

    20 hours ago, Bolduck91 said:

    Maybe something in between. But I think more than 4 arches would be great ! Very awesome model btw !! 

     

    I've reworked the model to make it larger now. 8 tiles long instead of 4. I've also based it on the Double Cargo Terminal so two stations are functional back to back. 

    Unless there's any other suggestions for the model I'm going to start working on the texturing side of things.

    20161001153204_1.jpg

    20161001153613_1.jpg

    20161001145710_1.jpg

    20161001153324_1.jpg

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    Looks way bigger than I thought from the inside, and I like what you did with it! My last and only suggestion is that you make a wider version of the embankment prop, and make it wider to add platforms, so you can see it's an old station where they loaded trains by hand back in the day before the cranes came. It think that would be really cool, mayne even make the platform dirty, mossy, grunged up so it looks like it has not been used in years. Anyway, can't wait to see how it turns out!

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    ekCYJKD.pngTim The Terrible's Steam Workshop

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    My first attempt at texturing has gone better than I thought. 

    What's the next step? I don't want to release this onto the workshop until I know it's good enough. How can you guys test it before I upload it for general release?

    As for dependencies I'm not sure what to list. I know the only additional props used are the embankment pack and the small red container crane which is used in a lot of other workshop assets. I don't know if Network Skins or After Dark is required to use it either.

     

     

    Screenshot 96.png

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    Really nailed it on the textures man, nice work! As far as I know you don't need any mods as dependency, only the props.

    Do the trucks just drive into the wall, I thought it had openings before? Are you keeping it like this? (I liked the openings :P)


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