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pauliaxz

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Everything posted by pauliaxz

  1. Yesterday I was importing my Volvo police car with new skin, in same way as I always did for all my cars (with --noWorkshop), but this time I ran into problems. There is nothing shown in Asset import view, even default cars are not shown! And it happens only if I choose to import as Vehicle, everything works fine if I choose importing as Building. You can see that in the pictures. Also there is a custom fbx left of my Mercedes-Benz German taxi, as some of you may know, it is already released some time ago and works fine, but currently it also does not show up in Asset Editor preview window. Empty preview window, import is chosen as Vehicle (default is a sedan car): Everything is fine here when import is chosen as Building (default is apolice station). MB also works fine. I did all the imports with --noWorkshop and there were no custom Assets nor Mods enabled (from AppData folder) Any help?
  2. Yes it does but only for main model, while LOD does not import properly, when I zoom out, the car disappear completely, which means that there is no LOD.
  3. But it does not have anything to do with default models not showing up, also that custom fbx and textures are OK, because I already released a mod with that fbx.
  4. Seems like the game doesn't want my car mods anymore: https://community.simtropolis.com/forums/topic/72191-asset-editor-fbx-are-not-imported-as-vehicles/ So that means no more cars from me, or for quite some time ahead, since I have no idea how to fix that problem.
  5. You deserve your likes, I love the look of your city, and how detailed it is, it looks superb awesome from graphical side, your city pics are some of the best pictures I seen. I also like to detail my cities with decorative elements and mainly plopping everything, but the thing is I don't have such powerful PC to play or even take screenshots on highest graphics settings, not even talking about mods that improve graphical aspect of the game.
  6. Actually, Rush Hour has that feature of setting the length of the day.
  7. My next work: Citroen C1 Unfortunately, it happened that this car has 3104 tris, I feel so bad for exceeding my own limit, but this car is so curvy, I am not surprised why it is more of a woman's car ;). I guess all the newest cars ( made in 2010s) will have more tris in general. Using this car as example I am also making the tutorial of how I make my cars. Some will find it exhausting, because it is more time consuming than requiring lots of skill. I will use stage updates as I used previously: Stages which I will mark green if finished: Stage 1 - Fully made mesh model. Stage 2 - Fully smoothed mesh model. Stage 3 - Fully UV mapped model. Stage 4 - Fully made diffuse texture (baked and edited) Stage 5 - Fully made other required textures Stage 6 - Fully made LOD Stage 7 - .crp file(s) created and tested in-game. Stage 8 - Uploaded to Steam Workshop for public use. Preview of the Stage 1:
  8. Ronyx

    Soon you'll run out of space of topic name
  9. also I see your van's suspension is so soft... just too soft.. Use another car template or use Asset Vehicle Editor to manually adjust suspension settings
  10. Ronyx

    It would also be handy for me, although I am not into coding, so I could only invest time in texturing, I guess.
  11. Ronyx

    I was (or am) also doing some new road textures pack using RUC. But it is a little buggy, sometimes road decals not work, sometimes road textures are vanilla, etc.. Made textures for all RoadLarge and RoadMedium, and there are still lot of roads left to modify. Also, I don't know how to modify some nodes of irregular roads (e.g. elevated bus lane avenue, etc.) Where to find those files.
  12. I tend to even turn down to 128, or sometimes 160
  13. LOD making is a piece of cake. Making a simple shape, flattening all UVs and then baking all textures. It takes ~5% of time needed for main model.
  14. Something is coming for particular part of our community: (Also thinking about taxi version of this car too)
  15. Have you tried removing all spaces in the naming, and using "_" or "-" instead?
  16. I understand, but I hope one day somebody will try to take up this huge task...
  17. There is a vanilla blinking orange light prop (warning light). It would be nice to have it implemented for vehicle turning signals/blinkers. We know that there are already white light emitters that can be set in Vehicle Asset Editor. Same way could be done for orange lights, but, of course, we don't want them to be blinking forever. In some way illumination texture parts (100% black for turning signals) are dependent on car wheels (as separate mesh elements) rotation. IMO there should be a way to tie light props with car wheel rotation. So in the end both texture parts and light props would be blinking.
  18. From now on it is in Steam Workshop: Vilnius TV Tower
  19. Got a question to experienced ModTools users. I spent some time trying to search for asset_tooltip picture of one of my assets that I want to update but searches were unsuccessful. I don't have my old asset_tooltip anymore, and I want to get it from my asset's .crp file. Could anyone give me advice how to acquire it? And one more thing, some time ago I don't know how but I did rotated the sun light direction in Asset Importer window (dialog where you choose the fbx file and the scene view is on the right). But recently when I tried again I was unable to, so could anyone remind me the controls used to rotate sun light direction (in Asset Importer window, not the Asset Editor itself)
  20. Nice to see you include AO in your textures of buildings. That really improve the quality. Personally I do that only for cars, while buildings has no AO or partial.
  21. Yes, so that's why I said pre-normal ready texture in the brackets. In my case it is basically a bit overhauled diffuse texture.
  22. just mirror your diffuse (or pre-normal ready) texture -> create the normal texture -> mirror back
  23. Would like to know if non-train vehicle effect is possible to be made - orange car blinkers as exterior lights. I guess it could be possible, because we have various light emitter props, so some light with lesser luminous strength could be used for cars. Loaction of those blinker props could be defined by position and rotation coordinates. There are already front light props introduced in AD update, so those could be modified to be orange colored and blink together with parts in _i texture,
  24. Overlapping is the key for buildings. Since facades of buildings are most of the time repetive. So it is best to have UVs overlapped, thus saving texture space and having more detailed texture itself. While my cars have 0 overlapping faces in UV map. Cars are complex in shape and are not repetitive. One of the main reasons I leave 0 overlapped faces is that I render ambient occlusion for my cars, giving another level of realism.
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