Jump to content

OwiHH

Member
  • Content Count

    229
  • Joined

  • Last Visited

Everything posted by OwiHH

  1. Still on this, was researching alot within scene explorer. Problem i have actually is the direction the prob gets placed .. The default busstops are automaticly alight roadside but my custom ones dont face roadside. Since almost a week i tried to figuere out different prob settings but cant find any solution to this problem. If someone have any ideas? Owi
  2. Flying Cars?

    Stop downloading all the crap off steam workshop .. there really is alot bullshit to download - i wish not every $%&^! can deploy content there and there wouldt be a system that prevents bullshit content. Some kind modder licence you need to proof befor uploading content.
  3. I had similar issues and got it fixed but icant tell what exactly did the fix. Changing V-Sync / Graphic card - took off tutorial and chirp auto settings.. also auto save option. All i did was trying to find something / turned on / off and at some point it worked and it never crashed again.
  4. Îs it possible to add a random factor within the replacment? Lets say i have 4 different Stops and if replaced randomly 1 gets picked within the selected roadtype? I believe i need a kind loop later to check if new buslinestop are set to replace newly plopped stops? Im really thankfull for your help BO. if you are fine with it i add a credit sign within one of the Bustops with your logo
  5. ok found the roads..but still wonder why i have no tab european collection!?
  6. Your my men! ;-) I cant find it within my scene explorer.. i dont have a tab europe collection? Any idea?
  7. Can you giv me a option to set a specific Road.. for example only have busstops replaced for "Small Road OneWay"?
  8. ok .. yep i know fbx obj whatever.. yep they are the model files. Shouldt i`ve said .crp ? Can we skip the basic of creating 3dmodels, please! ;-) Dosnt matter.. dont you see the option having more then 2-3-4 created .crp files ?.. Basicly yes you create the fbx make a .crp and have it ingame. If i created the custom .crp out of the fbxs i see them within the editor to open it. Also we have alot small content stuff, i believe .crp`s to - its created the same way every other 3d models gets created. They are 3d polys - no 2d textures or animated gif textures or whatever.. nope they are little buildings that have same triangles and vertices with its own uv mapped texture. Why shouldt it not possible create these content for the editor? It shouldt have a id like every other content for the game marked for use within the editor only.. Beautification mod pulled it out of the editor we can use now ingame. There must be way creat more stuff like that for the editor. Thought someone allready is on that because it givs you so much more option creating assets. Large footprint mod givs you option to have bigger custom assets.. someone build a large footprint mod to create big big statue content for the editor.
  9. Since we allready have the option to fill a custom.fbx asset with other stuff that is somehow a asset(orginal created) i wonder if there is a way to add more assets like the statue 2 screenshot. That way i have 2 custom textures and 2 custom fbx within 1 asset. Or even more 1 main asset with 1-2-3-4-5 custom assets fbx`s. The question is how to create fbx`s we can use within the editor? Like the network extension streets.. i can use the custom made streets within a custom fbx.
  10. ya im on it.. need to fix few meshs and textures.. getting into it! Credits will name you if i get this done.
  11. but the assets editor allready have few beautyfications to plop.. so if we can manage to get custom ones / billboards, trashs ... into the game that wouldt be 2 fbxs ;-) Problem with 2 merged textures is increased resolution / filesize but yes did it that way allready but wonder if there is a better way.
  12. Today again i was doing some assets editor stuff. I wasnt changing any mods from the days befor but bähm.. within the editor all buttons gone. I believe it happend because one off my mods fuckin up the game. Turning all mods off wasnt bringing the the buttons (billboards ect) back. Restart game neither. After de-resubscribing them the assets editor worked again. I wasnt eable to figure out yet what mod cause this bug. Modtools aint showing any errors with the mods i have installed. Anyone have similar issues? Heres a list what i had installed "Editor" Any hints what mod couldt cause that issue?
  13. thx bo.. will do if things $%&^! up again.
  14. for(int i = 0; i ... ok this shouldt be for(uint i = 0; i ..
  15. stuck there.. compiling error.. :/
  16. Well i wouldt like to do so aswell ... =) Dont had time today to check that above but will do and may figure out myself how to .. let you know if i got further.
  17. http://unity3d.com/learn/tutorials http://docs.unity3d.com/Manual/index.html http://docs.unity3d.com/ScriptReference/index.html tutorials are very nice - pro-like teachers there Documentaions good if you wanna find out more about #c and unity and how unity handels game engine / graphics / UI
  18. http://unity3d.com/learn/tutorials tutorials are very nice - pro-like teachers there good if you wanna find out more about #c and unity and how unity handels game engine / graphics / UI
  19. Thx judas i allready got the prop working like that but i want a custom bustop that replaces the orginal ones off the streets - who wants a bustop-park if i couldt create a really nice park !? ;-).
  20. Thx BO .. but how can i save all this into a modlike asset for steamworkshop? THis code will replace the stops for a city temporaly? Creating a asset aint the problem also i got modtools and few others..but i need a script i believe that needs to be loaded with the custom Bus Line building and save all togehter?
  21. Hey all, i imported successfully a Vehicle and it shows up ingame. Problem is whatever speed i put into assestseditor (20-100) it allways drives slow and with behaivor. Mostly slower then every other car. Also if people park infront of a store and try to drive reverse nothing happends and it gets reset/deleted after a time. I made sure pivot and meshs are correct translated. Car works sofar perfect even headlights and trafficlights work. Any ideas?
  22. Someone build a offline content/assetmanager with options to switch / change the harddisk content off diff. folders like steamfolder. Saveoption for different assettemplates, and load gamemaps within the manager. Im not sure how it is for you but skyline crashs most of time if content / mods are to much and i got 8 core with 16k ram. Even if the game runs smooth the menu within the game cant handle it makes me sick. Someting like the modmanager for simcity4.
  23. i found out the reason why. You can only set maxspeed within the ingameeditor but accleration and brake vaules got messed up. I can fix that with a ingame carmanager mod but it wouldnt save the correct numbers for others. If i diseable the mod somehow the speed and accleration values gettin mess up again. Is there a tool to fix and or edit the values and save em correct? found it thanks to myself and the one who made that mod: Asset Vehicle Editor 0.9.3
×