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I've got a model of an airport terminal from FSX and I'd like to convert it into a C:S asset for my airport project.

However the model consists of many texture files, and C:S assets only accept one texture file.

Does anyone know how to combine the textures into one texture file? And how do I make the asset as a functioning airport terminal? Thanks!

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35 minutes ago, jasperhome1998 said:

I've got a model of an airport terminal from FSX and I'd like to convert it into a C:S asset for my airport project.

However the model consists of many texture files, and C:S assets only accept one texture file.

Does anyone know how to combine the textures into one texture file? And how do I make the asset as a functioning airport terminal? Thanks!

 

There are some possible ways to do so. First, which 3D software do you use? Blender?

1st method:

Combine all the single textures on one texture map - so if you got a texture of 128x128 for a concrete wall, one 128x128 for the roof texture, one 256x256 for some lights and so on you can put them on a 1024x1024 map. In blender you could then use "select by material" functionality to select each part of the model which belongs to a former independent texture and realign it's UV on the new map.

 

2nd method:

Split the model into different meshes of which every mesh uses just one texture. So if your roof has it's own texture use "select by material" and select this texture. Right after hit your "P" key on the keyboard and select "selection" ← this will split your mesh into two new ones. Right after export every part as an fbx and import them in cities skylines. In Editor you then can use every piece as a subbuilding and rebuild your terminal in the asset editor.

 

I'd prefer the first method as it does not riese the building count of the game, especially if you've got many different textures! :)

 

For working terminals you need the mod "more network stuff" as it enables you to lay down "station" (gate) taxiways and invisible pedestrian paths in editor. You have to connect the buildings entrance with this taxiway type somehow ;) - good luck!

 

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    4 minutes ago, Delta2k5 said:

    Combine all the single textures on one texture map - so if you got a texture of 128x128 for a concrete wall, one 128x128 for the roof texture, one 256x256 for some lights and so on you can put them on a 1024x1024 map. In blender you could then use "select by material" functionality to select each part of the model which belongs to a former independent texture and realign it's UV on the new map.

    1

    Thanks for your help! I'm planning in using Blender, but tbh I have no idea how to combine the textures into a UV map nor I have any idea how a UV map works. Do you happen to have any tutorial that can guide me through it? Thanks again for the help!

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    48 minutes ago, jasperhome1998 said:

    Thanks for your help! I'm planning in using Blender, but tbh I have no idea how to combine the textures into a UV map nor I have any idea how a UV map works. Do you happen to have any tutorial that can guide me through it? Thanks again for the help!

    Actually I don't have a specific tutorial - but there are many UV tutorials available on the net ;)

    UV's are coordinates which tell a program where to apply a texture on a mesh, kinda like if you put some sticker on your cars hood (using measurement). So, if you combine textures onto an larger map the coordinates which were set before are off and you have to "tell" your mesh again where to look them up ;)

    zuxyb78.jpg

     

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    Thanks for the help! I'll watch some UV mapping tutorials and see what I can do.

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