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JLun

[Confused] Textures don't update after overwriting files in Import folder

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Hey!

...I'm stuck. There are three buildings I modelled in the past... but after taking all problems in consideration (Axis, Invert red channel for bump mapping, apply scale, etc... basically I sucked up everything I needed to know about modelling properly)... so it SHOULD work perfectly...

But yeah, it doesn't.

It seems like Cities:Skylines doesn't recognise changes I made in the Import folder regarding textures. The very first time I did put the models and their corresponding texture files in, they worked as expected. But after overwriting these texture files (new versions, because the first ones were not good enough), these changes don't show up in the Asset Editor... why? It still uses the very first textures, although they don't exist anymore.
I tried renaming the Files: No change.
Deleting and newly put in: No change.
 

What could cause the problem here? I can update the models, but not the textures... To be honest, it's driving me insane :/

(Sorry for my bad english, it's not my native language)

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Did you import again? As in creating a new asset, picking a template and picking your model? The files aren't used, but are pulled into the game when you import the asset (you might notice in the top-right corner it says something like "compressing textures" or "generating LOD").


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  • Original Poster
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    Tbh: I never saved any of these models via Asset Editor (only used it as kind of a preview tool on how it could look ingame - loaded them, placed them... just taking a very critical look of them). From what I know so far, it loads the model+textures every time you reload the editor and create a new object I assume. Could be wrong though.

    Got it to work though, in a weird way. It seems the Tutorial I was using mixed up the Illumination mask with the Specular mask. So basically, my files were wrongly named -.-' I could blame the creator of the tutorial, but it's cheapish. I do blame myself for not trying to change the name just as an experiment (basically, all my buildings were superglossy - should have been obvious).

    Only one Problem persists, which is now more apparent and wasn't noticeable with the weird texture-problem I was having: It seems like the faces of the building are wrongly illuminated. The side which is facing the sun is dark, while the other face is bright as it would receive sun. I know this has something to do with flipped normals.. so i flipped them and now, the illumination seems correct, but ... although the normals are now correctly facing... it is transparent ingame? Could this have something to do with the UV?
    I'm really baffled how this occours - I must have messed up something during creation... I checked Blender for an Option to basically flip the UV alignment from back to front face(?), but although finding an Option I don't know how to use it.

    It mentions something like this:

    Quote

    3D View

    Face Mirror and Rotate UVs

    The orientation of the UV Texture is defined by each face. If the image is, for example, upside down or laying on its side, use the Face ‣ Rotate UVs (in the 3D View in Face Select mode) menu to rotate the UVs per face in 90-degree turns.

    The Face ‣ Mirror UVs tool mirrors the UVs per face, which flips the image over, showing you the image reversed.

    Although it's explained how you theorectically can do it, there's no explanation to practically do it? So, I got stuck again. So weird, I thought I've learned a lot and as time goes by I realise that in reality I don't know a lot really. I'm sorry if this thread is offensive for anybody :/

    Thanks Avanya for your reply :) I'm glad!

     

     

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    17 hours ago, JLun said:

    From what I know so far, it loads the model+textures every time you reload the editor and create a new object I assume. Could be wrong though.

    It loads them whenever you import them. There is no "live refresh".

    For textures, take a look at this guide: https://cslmodding.info/asset/building/#textures

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