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von_Maximilian

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Everything posted by von_Maximilian

  1. So I started on this last night. I've never used blender or any other 3d modeling software before but so far I am happy with how this is turning out (of course it may not at all be optimized for the game). I was kind of bored and was looking at a building in Kansas City that I'd love to have in the game and thought to myself... maybe I should start creating buildings. That particular one is way too complex for me so I found something a little bit simpler. This one is based on this building. Need to add some windows on the back but the lack of photos from the back of the building makes it hard to see just how exactly it is laid out (there is an opening in the building and maybe a loading dock area). Anyways, I have no idea how to texture and have been trying to watch some videos but it is all going over my head right now. Maybe I'll try some more work tonight. But just wanted to share this with everyone else.
  2. My First Building

    Haven't had a lot of time the past week, but this is where I am currently at with this. From a YouTube video I was following, I should be able to apply the textures as different materials and assign those materials to various parts of the building (as I have done). Then from my understanding I can bake it which will give me the texture file for the building as a whole. That part is still a little unclear to me but I am hoping I am doing this right. Getting the UV map to be rotated properly and lined up has been a pain but I think I got it now. It is okay to overlap the components on the UV right? It's the only way I can get the brick to line up around the corners. Also, 1024x1024 seems like a lot of space for this model since it is simple and if I can overlap it will reduce the space by a lot. If I use 1024x1024 textures though, does the UV also need to be the same size?
  3. My First Building

    Just wanted to share that I got the back of the model finished. Took a couple of liberties since I can't actually see what it looks like on the bottom, but I like the look of the loading dock. Also got it to upload into the game as you can see, which took a little trial and error (found some old posts of yours Avanya, thank you for the help ), and put a couple of props in just to see if I got the height correct. Now time to try the texturing....
  4. My First Building

    Thanks! Thanks Avanya! I can see some of the building in 3d view and there are some images from google review pictures people posted so I can get a little bit of it. I just wish they had walked down a little further and got a closer picture lol. Thank you boformer, I'll take a look at that video. I was actually inspired by Lightfooted's work on Kansas City's older buildings and a desire to make some buildings for the Industries DLC. I really want to make a brewery/flour mill that I came across that happens to be KC but as I said, it is a bit too complex for me right now. And this wouldn't be a growable, it would be 4x6 I guess based on the grid. And I might try to make the rest of the buildings in the complex - but one step at a time
  5. My idea: change the RICO mod slightly by adding in the option to change the "incomingResource" attribute for commercial buildings. Right now this is "=goods" by default and you can change it using Mod Tools for growable buildings to any of the raw resources (doesn't seem to work for processed goods right now). But RICO overwrites this make to being goods. This will allow people to make commercial buildings that only accept certain types of goods and I think will help increase immersion (e.g. gas stations only accepting oil) while not having an impact on performance.
  6. I wanted to add some animal spawn points to buildings but ran into the problem of the spawn points being to big - the animals will wander through walls, etc. So I was wondering if there was a way to shrink the size permanently? I placed one in the asset editor and used mod tools to change the size and then loaded up a game to test. It seems to work just fine except those changes aren't permanent. So I tried to create a new marker by exporting the mesh and then using it for a new prop using the default spawn point as the template. Everything seems to be fine but upon loading up a save, no animals appear now. Any help would be appreciated.
  7. Resize Animal Markers

    Sure, if you don't mind taking time out of your day, I'd appreciate it. Not sure what part of the world you are in, but I'm in Texas and work nights, so my schedule is a little funky (just a heads up).
  8. Resize Animal Markers

    You would have to have a different "line" of code in the mod for every variation though, right? Because otherwise you wouldn't be able to designate what kind of Citizen you want spawning (cow, sheep, etc.). I don't have any experience modding, or writing code, but that is the way it seems to me at least.
  9. Resize Animal Markers

    Yeah, running the script does allow for the CitizenInfo to be set to something (cow in this case), but it always gets set back to null when reloading. What a bummer. Thanks anyways!
  10. Resize Animal Markers

    Okay, so I know what the problem is when trying to make a new marker. There is no CitizenInfo set by default. I tried to search for a script you could run to add something there, but couldn't find anything (wiki page says custom animals can be used via scripting, so I assume this is possible somehow). @Ronyx69, since you seem to be the most knowledgeable person in this area, have you come across something for this?
  11. I know there is a mod called No Problem which disables these problems and prevents the annoying popup from appearing, but is there some script or an option in mod tools to hide this flag so it doesn't appear? I'm wondering if you could do it for a specific road while in the editor.
  12. It isn't mine, just trying to help Senfkorn. LOL.
  13. Bummer, I thought that may be the case, but thanks for the confirmation.
  14. I've got another question for you Bad Peanut. I was talking with Senfkorn on his new tram depot and saw your reply on the workshop how to get the default tram depot road. The problem with that road is that the poles and wires are too wide compared to the default width on all the other roads. I can easily move the pole props, but is there an easy way to replace the wire with the narrower ones?
  15. I fell like there is a simple solution to this problem but it is eluding me. In a previous post I was asking for help adding RICO settings to sub-buildings and I now have that sorted out. However, I have this problem where all my sub-buildings included in the RICO XML file are appearing in the UI panel as boxes (see image below). In the XML I deleted the ui-category="xxxx" for all the sub-buildings but that didn't do anything. I am out of ideas. In an old guide by AJ3D he mentions: I am not sure how to give procedural placement style to buildings though, or if this is even the right solution lol. Any help appreciated.
  16. You may be right. I was, in this particular case, trying to create a mixed use farm - with the fields being extractors, barns being processors, and a house being residential (duh lol). And it works, except that they appear in the UI as separate buildings. I guess the only way to get it to work is to just plop them separately. My whole idea was to create some large working farm extractors so that 1) you could have actual working farms instead of just decoration and 2) you can save on props since they'd not count toward the limit if placed in the building in the asset editor.
  17. TBP, So I opened up mod tools in the asset editor and changed the placement style to procedural from manual and saved the asset. But as soon as I reload my save game, after restarting CS, I open the building in scene exploring and find that it is right back at manual placement. Could it be the RICO settings causing this? And if so, do you know a solution? Just for reference I included a picture of the XML file so you see what it is I'm doing. It is the sub building ("Wheat Full/Cut Quarter 8x32.Wheat Full 8x16_Data") that I don't want to pop up in the UI but keeps doing so.
  18. So I know what causes it Ronyx. When I assign RICO to just the main building, everything works "fine" - meaning the main building gets the RICO settings from the XML file and the sub buildings just act as whatever they were when I created them (in this case parks). And only the main building appears in the RICO UI. As soon as I add RICO settings to the sub buildings however, they too follow the settings from the XML file but they also pop up in the UI then - which is not what I want.
  19. Nope, not using sub buildings enabler - just the vanilla. I'll try again and see if it leads to the same outcome. So if I follow what you did in the video, changing the placement of the sub buildings to on terrain, it should fix the problem?
  20. So I don't do much modding (or asset creation) except parking lots, but I wanted to try to create a larger farm asset. Now, I can make an asset using the park template, then assign RICO settings to it using the xml file. But if I wanted to add another asset as a sub-building, how do I assign RICO settings to that building? After trying a couple different things, it keeps popping up as a park in game instead of a farm extractor (only the main building is a farm extractor). Any help would be appreciated. Tried searching for an answer but couldn't find anything.
  21. Question about RICO and sub-buildings

    Hmm, I'll have to try that. He used notepad vs using XML notepad. XML notepad had no way for me to add more buildings to it, at least not any way I could see. But if it is just as simple as adding more lines in notepad, I'll try that. Thanks!
  22. I was wondering, since you are making pieces for a refinery... how about some sort of vapor recovery unit prop that we can place along the rails so that it looks like the tank cars are actually being unloaded and not just sitting there? That'd be awesome.
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