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Hidden features of the asset editor

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The assets editor has built in save routines for these things, but there is no user interface to set them:

Prop Variations and Tree Variations:
For "Container" assets which place a random asset with probability, like the default billboards

CO added a user interface for that

Completion Message:
Tweet which is displayed when a ploppable building is placed.

Vehicle Doors:
Probably the place where people are entering a vehicle. There are flags for Enter, Exit, Both and Load

Building Sub Meshes:
Meshes which are only displayed when a certain criteria is met (e.g. building is disabled), with their own shader and texture.
Not to be confused with sub-buildings.

Vehicle Sub Meshes:
Meshes which are only displayed when a certain criteria is met, with their own shader and texture.
Not to be confused with vehicle trailers.
Critiera: TransferToTarget, TransferToSource, Emergency1, Emergency2, WaitingPath, Stopped , Leaving, Arriving, Reversed, TakingOff, Flying, Landing, WaitingSpace, WaitingCargo, GoingBack, WaitingTarget, Importing, Exporting, Parking, CustomName, OnGravel, WaitingLoading, Congestion, DummyTraffic, Underground, Transition, InsideBuilding, LeftHandDrive

Depot Spawn Points

Prop Parking Spaces:
For custom parking props, with specified vehicle type, like Helicopter, Car, Bicycle

Prop Special Places:
For custom "hang around markers" and things like benches

Prop Effects and Vehicle Effects:
Light and sound effects for assets

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I believe there is a UI for prop and tree variations now - use a template with variations and you get a section of the menu where you can select other meshes. We don't have the ability to change the number of variations to more than about 6 though - that's as high of a template as I have found.

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I remember looking into how the vanilla sewer outflow has the water when it is on. I did find the sub mesh for that.

This could possibly be used to display an additive shader prop for lighting effects only when it is night time, if that's one of the available criteria.

Also could use a submesh with the road shader to use the cliff or upwardroad textures of the map theme in parts of an asset.


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19 hours ago, bsquiklehausen said:

I believe there is a UI for prop and tree variations now - use a template with variations and you get a section of the menu where you can select other meshes. We don't have the ability to change the number of variations to more than about 6 though - that's as high of a template as I have found.

This is fantastic. I've been looking for a way to make variations like this for ages and wasn't aware that this is possible. Thanks so much! :)

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On 22/2/2017 at 6:13 PM, bsquiklehausen said:

I believe there is a UI for prop and tree variations now - use a template with variations and you get a section of the menu where you can select other meshes. We don't have the ability to change the number of variations to more than about 6 though - that's as high of a template as I have found.

I found one of the billboards which has 9 (giving 10 variations in total) - the random large corner billboard is the one I've used.

4 hours ago, Kaschperl said:

This is fantastic. I've been looking for a way to make variations like this for ages and wasn't aware that this is possible. Thanks so much! :)

Yeah, it got added in the last update. They sneak in some little updates for the asset editor, so it's worth reading all the patch notes. :D 


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    It's not that hard to create a prop/tree with more variations if you need one.

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