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ruoy

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About ruoy

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  1. Man this is awsome! I uploaded a asset about a week ago and then lost everything (Game Install, Asset Meshes and Textures) because of a Trojan that royally screwed my PC up. With this tool now I have a chance of getting it back and make an update that users have asked for. Cheers
  2. I think the UV scale difference threw it off. So I removed two on both the normal and spec The cleanest way of doing that was to Photoshop them away on the diffuse, then run that diffuse through crazybump. Get the Normal and Spec and use the original diffuse before the edit. Now I just have to deal with a lot of artifacting because as AJ3D mentioned my UV setup is definitely not optimal. also if you edit the Normal map in PS (I try to avoid that unless I use Ndo) it helps to use the Nvidia plugin and Normalize the Normal map. These are the parts I had to remove:
  3. I got it to work finally:D The problem wasn't with the mesh. I had to further clean up the Normal Map and Spec map. There was some stuff on it that the engine didn't like. Here is the fix. Now I can finally finish this on my free time
  4. uhhh It does:/ I'm going to fix that right now and test it out.
  5. Thank you guys for the answers AJ3D No, Normals are not from a HighRez Geo. Just quick crazy bump. Yes for the next project I probably will use Tiled textures:) I was trying to save time on the modeling side and UV side by just making flat surfaces with the least poly use. So I'm still gonna try to work this out with what I have on this project since I don't want to back track.
  6. Just tried 2014 exporter. Same result. I'm going to try to generate a new Normal Map and Spec and see if that changes the orientation.
  7. Nope. 2013 Ill try 2014. Ill get back to you
  8. Sure. Here they are. Mind you they are still work in progress They are 1024x1024 tga Putting a dropbox link because the site has a 3mb limit. Original> https://www.dropbox.com/sh/7ckuy4a8jrou0mt/AADRNBXc5GZWUVy5FJgsM4mEa?dl=0 Too be honest the Normal map is just there to give the windows a small pop. I could go without it. Also the Normal Map only loads in the Asset Editor if I have the Spec in the folder too. Uggh this is head breaking.
  9. I just tried to flip the Normal Map 180 in PS. Still same results in the Skylines Asset editor Edit: Its definitely a Vertical issue . Horizontaly the Normal Map is in place. I also tried to do a 180 with the place2dtexture option in maya hypershade. Same outcome
  10. Hi. Im looking for a experienced Skylines modder. I ran into an issue with trying to import my Normal map. My diffuse is sitting correct just like the UV map is telling it to do. How ever my normal map is completely off. I use Maya. Imported with a Lambert. In Maya it all aligns well. But it seems like in the asset editor of skylines the Normal map is on a completley different UV set. I double checked Maya and there is no other UV set then the main. Is there something I need to do in Maya to make it use the Main UV set? I'm gonna add some photos at the bottom. Any help is much appreciated:)
  11. no idea if it can be used for cities skylines. Its just something that came up in my head when I saw this. Might need to tweek the Game engines texture nods for the Targa method to work. Just ignore my comment then:P
  12. if you use .targa make sure to pick 32bit as it adds an extra channel just for the alpha
  13. Hello folks I'm very eager to take a couple of my favorite towers over to Cities Skylines. Going to start with Shaklee Terrace from Sf and the list goes on and on Quick questions of which I did not find answers with a quick google search. - What maps does the engine use? Usual Diffuse, Spec, Normal? also 1k map sizes or lower? - I saw somewhere file format should be Fbx for the asset import or Obj? - Any Poly limit number too look out for? Id be very thankful for a few answers on these. Ruoy- aka WontonJack out
  14. Sleep tight under the sands...

    really cool!! wish we could turn this into a mod. im gonna try to upload sum pics of my region very soon
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