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ScreaminAbdabs

Problems exporting from Blender 2.79b to Cities Skylines

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  • Original Poster
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    Hi,

    That's what I suspected hemeac, however its always good to check. I've now thrown out the metal sign and, with doors added have a building of 376 tris, much more manageable.

    The metro sign will be textures with illumination in them, however I have hit an odd problem.

    I have somehow ended up with 2 UV unwraps. One covers most of the building, but the other appears to be just the doors and sign above them. The strange thing is that all the surfaces appear on both unwraps, but textures are only being picked from one or other depending on the surface.

    There is only 1 object in the scene and everything is either part of the same mesh (like the door sign) or a separate mesh but part of the same object (the doors).

    I've uploaded the .blend. If you click on a door or sign above it you get 1 uv, if you click on any other part of the build you get another.

    CS cannot have 2 colour maps so does anyone know what I have done to get this and how I can merge the two maps or delete them and remap?

    <Edit>

    Sorry forgot to say, if I look in mesh data then it only shows 1 UV unwrap!

    </edit>

    metro7d.blend


      Edited by ScreaminAbdabs  

    Missed info on number of UVs

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  • Original Poster
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    Hi (again)

    OK I've just figured out what I did wrong, I loaded an image and then unwrapped. Turns out if you do this odd things happen. I found (after a lot of hunting around) how to delete the UV and by unwrapping *and then* loading the image I didn't get the problem of it looking like I had 2 UV maps when I only had one!

    So I now have a building in the asset editor - see image.

    However I am having issues with the lighting.

    My windows in the doors are not lighting at all, they have a spec of 255, so they reflect and a illum of 120, which I thought meant that they would be lit all the time but there must be some kind of conflict? I've been using this guide - Guide to lighting on Steam forums

    The diffuse for the windows is a flat grey (r,g,b 64,64,64).

    I have also been trying to get the metro signs to light up. Here the Illum is 120, a specular of if 0 (black) They don't look bad but I wanted them to spread their light onto the surrounding walls and this is not working at all. I have tried this for the windows, but the effect is just horrible.

    Does anyone know where I have gone wrong with my windows and can anyone suggest a way to simulate a light glow effect?

    Thanks in advance.

    20180513220747_1.jpg

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    With an illumination value of 120, your windows are going to give off a glow that is the same colour of your diffuse map or in this case a grey.  I would recommend setting it to 128 or 255, at those values they are generally lit frequently enough to get the desired effect and it eliminates the problem of having it illuminated during the day.  As for glow, and I could be wrong here, I feel that props glow a bit better, so maybe try to have the sign as a prop and then add it to your building.  With props, the illumination map is different than buildings: 0 = no illumination and 255 = full illumination of the diffuse colour.

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  • Original Poster
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    Hi hemeac,

    Many thanks for this, any idea how the devs pulled of the main line multi platform train station in the game? This has window reflections and in game lights up at night !

    20180514173837_1.thumb.jpg.72ebf04443679665e2488ff7dd94071a.jpg

    Though for some reason I cannot get it to light up in the asset editor 20180514174547_1.thumb.jpg.86e5215d249d4a6a5dfed0185702e64c.jpg

    You can see I have had some success getting a glow effect on the metro signs on the sides.....

    20180514174732_1.thumb.jpg.e27066a410473d49e828ac2a6eb5c503.jpg

    But not on the front where the halo is just horrible and I haven't a clue why this is.:???: The marble lights correctly as does the roof.

     

     

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    Would you be ok uploading a copy with your textures attached?  May help to give you better feedback than just from the photos alone.

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    The background colour for your illumination map should be grey (value 192). I think you appear to be getting some of the "halo" from the weird shape above your round metro sign on the illumination map. Not sure if you intended to illuminate something there?  Don't know if this is the best way for signage but here is my quick attempt at an illumination map for you building. You can experiment with the values as advised by hemeac. This map just illuminates the door windows and sign.

     

     

    metro7_i.png

    metro.JPG

    I'm sure someone will advise if there f a better way.

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  • Original Poster
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    Many thanks for this Mntoes.

    The halo was my somewhat dire attempt to get the light from the Metro sign to spread over the front of the building, as a lit sign would in RL. Thing is, doesn't work.

    So I have ditched that idea and the front sign is now recessed like the two side ones. Here it is in game.

    qvLjMOO.jpg

    I see that in your version you have a front yard(?) so that the building does not sit directly on the street, could you point out where this is in the asset ed, or have you just given it more room (in other words my building is 1 by 2 squares, have you imported on a 2 by 4 grid?).

    It still needs work. The front Metro sign has an odd line down the middle from the illumination map and all the signs stay lit during the day, not a massive issue and I prefer this to having them go randomly off at night.

    I got stumped on how to make the signs props as hemeac suggested, and found this tutorial - https://community.simtropolis.com/forums/topic/66550-tutorial-creating-applying-custom-props/  but hit the scaling issue that's mentioned. I just could not figure out how big to make them in blender so that they worked in the game.

    Anyone any ideas?

    Before this goes onto the workshop I'd like a though test session to make sure I haven't goofed and the costs, etc are sensible. Is there a way of posting an asset here for testing only?

    Finally while testing this asset I have ended up with multiple copies in the game, could someone tell me where to look so I can delete the dud ones?

    Many thanks for all the advice and help.

     

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    Hi , no problem.

     I imported the asset on a 1x2 lot so I guess it must have been of a smaller scale.  There is an option under "Building general/expand front yard" that you can check to give it more room at the front, although I have to experiment with this myself yet. I still have a long way to go with signs myself so can't really advise you on them. 

    I think the only way for people to test your asset for you is to attach the completed crp file to your post as you have been doing. I always use the default template so have never messed with any stats. 

    To delete old file copies go to:- user name/AppData/local/Colossal Order/Cities_Skylines/Addons/Assets and delete the older crp files. You will need to have hidden items viewable.

    ( Explorer menu (windows 10) "view" "Hidden items") To save having to navigate to this file all the time make a shortcut on your desktop.

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