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pauliaxz

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  1. Flatten mapping never puts anything on top of each other, it places each seam into the new place
  2. Never worked with Sketchup, but my guess is that faces are detached, and vertices not welded? Also, what do you expect flattening circular arches? There are so many of them and this behavior is expected. Flattening is completely unusable for circular or sphere objects. You have to use either Unfold mapping or Normal mapping + Peel for them
  3. Emergency lights coordinate system has another pivot point (shifted up) than the main model pivot point. I worked on emergency vehicles long time ago, so I don't know if what I will say next is true, but should be close to it. Emergency lights pivot point (0,0,0) is on top of the roof in the middle (X-of main pivot; Y-of main pivot; Z - height of the car). Or it might be on the highest point of the car. I am unsure about it now. Typical coordinates are something like: [0.800; 0.100; 0.000] BTW, there are various Asset Editor mods that allows you to see a functional emergency light there.
  4. This happens because textures distort in distance, and so those white edges problem is caused by color texture. Unfortunately, I can't explain this very well, since I don't know correct terminology for that. Everyone making vehicles had this experienced as you are having now, you just need to modify UVs to fight this issue, or encourage ppl play in high graphics and use Sharp Textures mod ;). I could give color texture examples from my first car and current ones.
  5. I see nobody is helping in your latest topics, so I will give you an illustrated info. Here I took one top view taxi car pic from the internet and modified it a little: Pivot point (which is red circle in the picture) is placed in the middle of the car. In CSL, pivot point divides a car into 4 quadrants. Thus it declares which part of the mesh is considered front and rear and which is left and right. For the front part I drew green dashed line. For the rear part I drew blue dashed line. So any part in the green area that is white in _c texture will be always lit (headlights type). And any part in the blue area that is white in _c texture will be lit but dimmed, and will fully be lit when car is braking. To solve your taxi issue, move your pivot point by Y axis (3ds Max) behind the advertisement as I did point that with an arrow in the pic, this will extend the green area. Of course don't forget that pivot point should be on the ground (Z = 0)
  6. @Avanya is talking about cars texture settings in general. But for police (and other emergency) vehicles it is another thing that makes this happen. It is _c color texture. For emergency vehicles full white (255,255,255) in color texture are lightbar blinking parts, and full black (0,0,0) is used for the rest of the car (parts that shouldn't be blinking). Thus emergency vehicles don't have color variations.
  7. 3ds Max of course, how could you see the exact model dimensions in Asset editor?
  8. Just google for correct dimensions, and then rescale it to those
  9. Also don't forget to do Reset XForm after readjusting the pivot, this option resets the instance to the current state. For example non-reset re-scaled objects retain their first state which was before scaling. Also, for correct pivot placement, simply create any flat plane, so that it is in 0 by Z axis, and then using Align tool align your car to that plane (minimum to minimum). After that set pivot Z coord to 0
  10. It's because of different default coordinate system that Unity use and 3ds Max use, my cars also import standing on the front. So I just rotate them in the Import window (three times by X axis). Rotation buttons are nearby scale number before importing it.
  11. Nope, there is an option to Weld selected vertices. An option without I couldn't imagine my modelling process. https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-697BAC48-F5F7-4B5B-9E98-DF979887AEA6-htm.html https://www.youtube.com/watch?v=PaWb6I1qurY
  12. Here comes the downsides of reusing other models directly. Anyway, doesn't it work just simply Welding all vertices, without using any 3rd party scripts?
  13. LOD is not necessary for importing, so reasons for model not showing up might be various. If you want to make sure if your car is only one object, after selecting it try to hide it right clicking on it and then clicking "Hide Selected". All unattached parts will be hidden now. It might also be that your model has wrong scale, it could be very tiny, so you just physically can't see it in asset editor, while it imports fine. Also it might be that you export it wrong, you need to export only the model but not the whole scene (in case if there are more objects than the car itself), do this by clicking "Export Selected"
  14. It seems so, wheels are using their original texture. I believe it is because you chose wrong attach option out of three, when two objects have different textures. Just manually re-apply the texture to whole model, and it should work then. Because now model is one but still uses different textures.
  15. It's been long since I last updated this topic with new info, mainly because of Cities: Skylines Creators discord . But now I update it with my recent progress in modelling. At the moment I am making Škoda Yeti facelift version. It is already modelled, UV mapped, and diffuse texture is made. Unfortunately I must say that it has 3924 triangles. It is relatively larger car (SUV), it has various complex and extraordinary shapes and some extra parts, my previous cars didn't have. I kept same detail level as my previous cars, but this Škoda skyrocketed to 3.9k while common cars are ranging around 2.5k. Trying to lower it down to that level would meant a lot of detail lost comparing to those tri-lighter cars. Anyway, enough of this self-defence ;). I can say that big amount of police cars are planned of this SUV, so planned countries are: Lithuania ; Czechia ; Slovakia ; Belgium ; Hungary ; Luxembourg ; United Kingdom ; Poland . Also check out my new Trello page where you can find all my planned / wip cars and some info. BTW, Alternative Road Arrow mod is delayed or cancelled completely, it depends.
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