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I'm building my home town, Berlin, with the help of your many mods and assets (I am using 70+ mods and 600+ assets). I started playing Cities:Skylines about 2 months ago and I'm enthused by the activity happening here and in the Steam Workshop. Thank you guys!
I'm endeavoring to add some of my own custom assets to the Workshop, but I'm new to the entire process. I'm good at photoshop, but I suck at Blender! I booted blender for the first time last week, so I'm at the rough end of a steep learning curve. You guys have been very helpful to get me over a few stumbling points. Now I'm getting ready to publish a couple of items and I'd like to run them by you first. I'm trying to start simple, but even simple objectives seem to morph into week-long efforts. Please let me know how my work can be improved.
I've got a Checkpoint Charlie cooking (check my screenshot stream on steam or on twitter, if you're interested), but let's start with the Rosinenbomber from the Deutsches Technikmuseum:
I found a DC-3 model by Giovanni E and lifted it to the top of the stock library with some prop anarchy:
I was happy to find a DC-3, but the model has some texture problems (the illumination map is always fully on) because it's an old model and was probably made before After Dark. In wanting to fix the lighting problem, I wound up re-texturing the entire model to specifically be the famous Berlin C-47 "Rosinenbomber," as well as adding some propellers.
It's starting to look decent in-game, but I still have some shadowing issues that I'm working on around the windows.
I'd like to improve the body texture so that it looks more silvery and less white in the sun (I'm using PhotoReal3 LUT and Daylight Classic mods).
Here are my current diffuse and spec maps:
How would I go about improving the look of the body surface? I'd like it to be more shiny and silvery.
My next question is, what is a good approach to make the LOD model?
Thx for looking & thx in advance for your suggestions.
By Lee Towers
Hey all! I've been following this forum for a while now and all your amazing creations inspired me to start building assets myself. The first building is almost finished - a 3 track train station, as seen below (props for the person to recognise the station it's based on). I still have a few problems with it though, so bear with me:
1. The game is creating floors inside the building on its own. There's not even a vertex with the same z-coordinate where it's creating an xy plane inside the building. Is this something that's generated on purpose by the game? The floors are assigned the same textures as the roof of the building. They can be seen through the windows and are positioned about halfway behind the windows.
2. My sims are not using the third platform. I'm using the single station track with a platform on the left side of the track (relative to the direction it was laid). I thought it had to do with the pedestrian connections that I've laid down, but they are using the second platform which is accessed by the same pedestrian connection.
3. Speaking of pedestrian connections... I'd much prefer a rendered underground tunnel to the half-assed building I have there now but the game isn't letting me (it pushes the whole model upwards). How do I go about doing that? I know Joak uses them in his train stations, how did he do that?
Any help regarding one of these questions would me much appreciated! Feedback on the model is also welcome by the way... it's my first time using blender and gimp. The textures aren't final either (mainly the roof and supports need work) but I've yet to learn how to use bump maps.
I am having problems exporting my 1st model from Blender 2.79b into city skylines. I have followed various you tube tutorials and have prepared the model as follows.
Created a basic texture and saved as building_d (model is building.fbx)
Have set the model origin to the base of the object
Have set transform, Rotation and Scale with Location,Rotation and Scale all ticked.
On fbx export I have 2 options FBX 7.4 binary and FBX 6.1 Ascii, I select FBX 7.4 binary.
In main I have selected objects ticked and a scale of 800, apply scale is all local, forward is -Z forward and up is Y up.
However, in all the videos I have seen the Apply transform is ticked and just says 'Apply Transform' in 2.79b it is marked !Experimental! Apply Transform ...
In Geometry I have Apply Modifiers and Use Modifiers Render Setting ticked, smoothing is set to Normals Only, loose edges is unticked as is tangent space.
In armatures both only deform bones and add leaf bones are unticked. Primary Bone is Y axis, Secondary is X axis and Armature is Null.
For Animation I have all options ticked and have no idea if this is needed or not.
My problem is that when I try and import the model into the Asset Editor in City Skylines I can see the file, but when I click on it there is no picture and I cannot import.
Clearly I have goofed somewhere, but I do not know where.
The UV map has separate non-overlapping islands.
The model is made up of quads and triangles only and had 225 tris (a bit over the recommendation, prob due to its curved roof). If I can get this thing into the game I will be adding a simplified lod.
I have uploaded the .blend file.
Have I goofed in the model, can City skylines accept quads or do all faces have to be triangles? The videos make no mention of this.
Have I goofed on the export? Or is there an issue with the fact that 2.79b has marked the Apply Transform as !Experimental!
Hope someone can suggest, thanks in advance
I have a performance issue which I suspect might be due to my own custom made roads for the game, made using Blender and the new in-game road editor. First, my system specs: Windows 10 Home i7-8700K 16 GB DDR4 RAM GTX 1080 Ti
This system should be able to handle basically anything I throw at it. Yet, the game slows down dramatically when I approach 20 000 inhabitants in the game. I tried removing all mods. I tried reinstalling the game. I tried start a new map without any mods, but still using my custom roads. And the problem persisted. But, as soon I replaced all my custom roads with the standard built-in roads the problem disappeared. I am new to making custom assets, but I would argue that the roads are designed within reasonable specifications. Most of them are with <100 tri with 1024x1024 images for close-ups and 128x128 images for lod. So my question is: Are there any performance hits related to custom roads I should be aware of, and what are the steps I can take to mitigate them? Another question: Many of my roads have an emphasis on bikes, and I can see I have A LOT of bikes around the city. Could the sheer number of bikes affect the performance, even though the city is still relatively small?
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