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Everything posted by pauliaxz
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[HELP] Flattening textures in 3dsmax from sketchup
pauliaxz replied to RaeFromStateFarm's topic in Cities: Skylines Modding - Open Discussion
Flatten mapping never puts anything on top of each other, it places each seam into the new place -
[HELP] Flattening textures in 3dsmax from sketchup
pauliaxz replied to RaeFromStateFarm's topic in Cities: Skylines Modding - Open Discussion
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 -
Vehicles, emergency light position
pauliaxz replied to Onionjack's topic in Cities: Skylines Modding - Open Discussion
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. -
Bright shine when zoomed away from vehicles.
pauliaxz replied to RaeFromStateFarm's topic in Cities: Skylines Modding - Open Discussion
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. -
Is there a way to get certain parts of an asset to always be illuminated?
pauliaxz replied to RaeFromStateFarm's topic in Cities: Skylines Modding - Open Discussion
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)- 2 Replies
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- illumination
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Police vehicle asset, light glitch? [Help]
pauliaxz replied to RaeFromStateFarm's topic in Cities: Skylines Modding - Open Discussion
@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. -
Need help making vehicle asset [Solved]
pauliaxz replied to RaeFromStateFarm's topic in Cities: Skylines Modding - Open Discussion
3ds Max of course, how could you see the exact model dimensions in Asset editor? -
Need help making vehicle asset [Solved]
pauliaxz replied to RaeFromStateFarm's topic in Cities: Skylines Modding - Open Discussion
Just google for correct dimensions, and then rescale it to those -
Need help making vehicle asset [Solved]
pauliaxz replied to RaeFromStateFarm's topic in Cities: Skylines Modding - Open Discussion
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 -
Need help making vehicle asset [Solved]
pauliaxz replied to RaeFromStateFarm's topic in Cities: Skylines Modding - Open Discussion
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. -
Need help making vehicle asset [Solved]
pauliaxz replied to RaeFromStateFarm's topic in Cities: Skylines Modding - Open Discussion
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 -
Need help making vehicle asset [Solved]
pauliaxz replied to RaeFromStateFarm's topic in Cities: Skylines Modding - Open Discussion
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? -
Need help making vehicle asset [Solved]
pauliaxz replied to RaeFromStateFarm's topic in Cities: Skylines Modding - Open Discussion
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" -
Need help making vehicle asset [Solved]
pauliaxz replied to RaeFromStateFarm's topic in Cities: Skylines Modding - Open Discussion
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. -
pauliaxz's modding projects (Škoda Yeti [WiP])
pauliaxz posted a topic in Cities: Skylines Modding - Open Discussion
Hello ST community, I will use this topic to show my upcoming, work in progress and finished mods for Cities: Skylines. Some may know, some may not - I make soviet style buildings and car models. Here is some showcase of my already made mods: Link to steam collection of my residential soviet buildings. Series 1-464LI Vehicle mods: Link to steam collection of my passenger cars mods Link to my steam collection of heavy land vehicles (buses, trucks) Here is the link to all my planned, WiP, released vehicles list in Trello website- 81 Replies
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pauliaxz's modding projects (Škoda Yeti [WiP])
pauliaxz replied to pauliaxz's topic in Cities: Skylines Modding - Open Discussion
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.- 81 Replies
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Need help making vehicle asset [Solved]
pauliaxz replied to RaeFromStateFarm's topic in Cities: Skylines Modding - Open Discussion
I have released numerous cars, and you say I am wrong? It doesn't matter if it is building, vehicle or prop - in all cases model must be one only. But for vehicles wheels are separate elements that must have some vertices touching the ground (at 0 coordinate). Element and object (model) are two different things. In Editable Poly you can click on the red cube, it actually is Element selection tool, or hit hotkey 5. Then select something in your model and you will see what I mean. -
Need help making vehicle asset [Solved]
pauliaxz replied to RaeFromStateFarm's topic in Cities: Skylines Modding - Open Discussion
Well, I can give you some advice, but I see you give up too easily. There are more than enough tutorials here or Steam, but there is no such in-depth step-by-step tutorial how to make vehicle from 0 to 100%, it is impossible to become skilled modeller just after reading one tutorial. You just need to grab things you need from one, from another and so on. In the time being I saw many new individuals deciding to start modelling, they were complete beginners. I remember giving some little tips for some of them, therefore, today I see they are quite popular and became quite skilled. So my tips for you: I see that car has a mediocre UV map and texture, but for first trials it's OK. Also I see wheels have separate texture and are separate objects(?). So firstly, if there are only two textures, merge them into one. Place wheel texture in the empty space: Then in 3ds Max if wheels are separate object, attach it to the main body. Whole vehicle with it's parts must be one object (when you select). After you attached it, open UV Editor, select seams of the wheels rescale if needed and place in the exact spot where you placed the wheel texture in diffuse: All of this can be found in various tutorials. BTW, texture size is wrong, it is 1800x1180. For CSL it must be 1024x; 512x or 256x. Because of this you will need to readjust all UV seams to fit corrected texture. Why? because seams are transformed in such way that whole UV editor window is fake 1800x1180 texture, but actually is a checkered square, you can clearly see how seams are stretched vertically, after enabling diffuse texture, UV Editor window will be of correct size. -
Acceptable tri count for vehicles
pauliaxz replied to .Del's topic in Cities: Skylines Modding - Open Discussion
It all depends on user's personal taste. There is no hard limit set for vehicles which says the vehicle is good but if it exceeded the limit it is bad. Some prefer 1k tris cars, some 2k and so on. I personally make cars having ~2.5k tris and 1024x1024 textures. And LODs being <100 with 128x128 textures. This is my best quality/quantity ratio and I am not intending of changing that. -
PJC Cities XXL to Cities: Skylines asset conversions
pauliaxz replied to PaulJChris's topic in Cities: Skylines Modding - Open Discussion
RICO assets don't grow to any other level, so RICO buildings will have same wealth citizens all the time even if land value skyrockets. However there are cases when highly educated residents live in L1 or L2 houses. -
PJC Cities XXL to Cities: Skylines asset conversions
pauliaxz replied to PaulJChris's topic in Cities: Skylines Modding - Open Discussion
IMO, these shouldn't be L3, but L1 or L2. Since IRL low class ppl live in these and in CSL, L1 and L2 do house lower class residents. -
PJC Cities XXL to Cities: Skylines asset conversions
pauliaxz replied to PaulJChris's topic in Cities: Skylines Modding - Open Discussion
I can't remember in what way delivery trucks approach commercial buildings, but for residential buildings policemen, paramedics, firefighters and funeral workers are using same entrances as inhabitants; garbage trucks just drive past the building while collecting the garbage. -
PJC Cities XXL to Cities: Skylines asset conversions
pauliaxz replied to PaulJChris's topic in Cities: Skylines Modding - Open Discussion
I would like to point out few things: Entrances and parking spots count as props. Prop limit for asset is 64. So you could you have pure 64 entrances, or 64 parking spots, or 32 entrances + 32 parking spots and so on. Also if your parking spots aren't working, I believe you placed decal props instead of functional parking spots - which are blue (not white). Also level of residences does not mean density, it means wealth. Lvl1 is for uneducated people, Lvl2 for educated, and all other levels further on. Lvl5 is more like extra rich residences. I understand it is quite a contrast from CXL, but levels here are wealth. Lvl1 building could be 30-story building for poorest people, and Lvl5 could be 3-story luxury apartments. Density in levels plays no role here. -
PJC Cities XXL to Cities: Skylines asset conversions
pauliaxz replied to PaulJChris's topic in Cities: Skylines Modding - Open Discussion
Looks nice! IMO, it should he high density building instead of low. And speaking about household number, I personally, divide real households number by 3. Let's say IRL it is 60 households, so in game I set it to be 20. Some modders also do almost the same (multiplying by 0.3) -
Articulated buses
pauliaxz replied to bonzibuddy's topic in Cities: Skylines Modding - Open Discussion
I have no idea about what mod you are talking about. To make articulated bus you don't need any mods. It is done by attaching trailers to a vehicle, in this case - trailer is rear part of bendy bus.
