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Hello, first time modder here. There are a few assets from the workshop that I wanted as props. I extracted them using ModTools, converted them to .fbx, and made sure that the textures are the same name as the model. The textures, however, were labeled with suffixes such as _aci, _xyz, and _MainTex. When I get into the asset editor, navigate to props, and then select my file, nothing appears in the viewport. 

I'm getting a feeling that this is something to do with the textures, as the wiki states that they should be labeled with suffixes like _i, _n, and _c. I don't know what to label each texture as, since I don't know what the other suffixes mean - if this even has anything to do with them. Help?

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Screenshot 135.png

Screenshot 136.png

05ee9f2ac2f47597e4f63bd90c070da8.png


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The textures are a combination of the ones you need. The _aci for example is the _a, _c and _i combined into one. I'm working on a guide giving some tricks to restoring the textures exported, but not sure when I'll get around to finishing it. This guide does have an illustration showing how to split them, but if you've never worked with color channels it might be confusing. :)


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    @Avanya Thank you! I'll get back to you with the results.


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    @Avanya Yeah, you're right. I am confused. Any other way to restore them?


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    48 minutes ago, TransitAuthority said:

    @Avanya Yeah, you're right. I am confused. Any other way to restore them?

    You better use Photoshop because I just created actions that split ACI and XYS maps into usable textures. (It's debatable how usable, the game compresses them so they are a bit bleh)

    https://www.dropbox.com/s/ux31gqq3on1fmm8/CitiesSkylines_ACI_XYS_Splitters.atn?dl=0

    Explanation:

    ACI:
    Red - Alpha (Invert)
    Green - Color Variation
    Blue - Illumination (Gamma correct 0.44)

    XYS:
    Red - Normal X (Gamma correct 0.44)
    Green - Normal Y (Gamma correct 0.44)
    Blue - Specular (Invert)

    I suspect color variation needs gamma correction as well, but too lazy to test since most stuff just uses only black/white color maps, not shades of gray.

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    @Ronyx69 Alright, awesome! Sooo, how do I use them? And what do I rename the "MainTex" textures?


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    @Avanya @Ronyx69 UPDATE: Still no luck... :( I've separated the channels, renamed the images, but still no luck. The asset editor just doesn't load the model in the viewport, and doesn't let me continue. Maybe I did something wrong? Here's a picture of the renamed files:

    ba9ff30c5ece2ec16ba60113ade26029.png


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    45 minutes ago, TransitAuthority said:

    @Avanya @Ronyx69 UPDATE: Still no luck... :( I've separated the channels, renamed the images, but still no luck. The asset editor just doesn't load the model in the viewport, and doesn't let me continue. Maybe I did something wrong? Here's a picture of the renamed files:

    ba9ff30c5ece2ec16ba60113ade26029.png

    Probably you made a mistake when converting to fbx. Blender ord 3dsmax?

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    8 hours ago, TransitAuthority said:

    @Ronyx69 Alright, awesome! Sooo, how do I use them? And what do I rename the "MainTex" textures?

     

    5 hours ago, TransitAuthority said:

    @Avanya @Ronyx69 UPDATE: Still no luck... :( I've separated the channels, renamed the images, but still no luck. The asset editor just doesn't load the model in the viewport, and doesn't let me continue. Maybe I did something wrong? Here's a picture of the renamed files:

     

    You have to open the action file, and it will load the actions into the photoshop actions window, you can run them from there, but it seems you already did that.

    My guess is either the model has some problem or the game doesn't like that naming with spaces and another underscore _. It expects name_d etc.


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    @Ronyx69 Okay, I'll try renaming.

    EDIT: Still no luck...

    0be16090f9d1dbe692f9274204a606a2.png

    580cc54b0320e_Screenshot137.png.1b259f456584b3bc0e2cc2ccf2490070.png

    @boformer Actually, Cinema 4D R16.

    Screenshot 137.png


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    @Cool_Z Okay, I'll delete them. I'll share the fbx in a second, I think I might be on to something.


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    Have you tried removing all spaces in the naming, and using "_"  or "-" instead?

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    @pauliaxz No, but I could try in a second.

    UPDATE: After re-converting the obj files using different software, the "Continue" button became clickable, however this did not let me proceed into the editor, nor did the model show up in the viewport.


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    If I'm not wrong, obj files extracted from the game need to be mirrored before reimporting (at least for buildings). There is also some rotating and scaling to do before converting to fbx (rot -90x and scale 100). But this should not stop the fbx from importing so there's another problem here.

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    @Cool_Z @pauliaxz Yeah. I've tried everything by now. Re-converting, removing spaces, underscores, splitting textures. Jesus. Here's a link to the fbx files, see if you have any luck with them: https://www.mediafire.com/folder/md4w9o39hd783/Cities_Skylines_GO_Props


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    I got the bus model and imported it into 3ds max, it seems it contains some kind of dummy object, to which the bus is linked to. D4505 GO Bus_root

    Not sure what it is but maybe something to do with your export settings or the scene itself.


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    @Cool_Z @Ronyx69 Alright, sooooo - what now? I don't really know how to fix any of those things.


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    5 minutes ago, TransitAuthority said:

    @Cool_Z @Ronyx69 Alright, sooooo - what now? I don't really know how to fix any of those things.

    What 3d soft are you using?

    I would suggest looking at some sort of layers or object list window, maybe you can see if the bus is the only model there or if the dummy object is there.

    If not then you could try exporting the model and then reimporting it and maybe attach it to some other model and then delete that.


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    Exporting from the game and reimporting is not straightforward. You need to learn the basics of exporting I think.

    One single object in one single geometry group.

    The rotation and scale too. (depends of what you work with.)

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    Not at home, so just a blind guess:
    That ".fbx" writen in small letters looks like a sketchup fbx export to me, the dummy is probably the exported pivot. Are you using sketchup?

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    @Feindbold Nope, unless the original creator used it. I'm using Cinema 4D R16.


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