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Shelltoe

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Everything posted by Shelltoe

  1. Nah, he always reported what we said to the devs... And lots of people don't come to the paradox forums, reddit is huge. true it's like fourchan 2.0 (<- wow the correct spelling is actually banned here? nice :D) with adds i don't mind that actually imho CO_Dae wouldn't have answered to the current bug threads if you reddit guy didn't point him to those. =/
  2. i hope you guys are going to ask the right questions. i can't be aresed to create a reddit account. some questions aren't worth the spam. actually they told us serveral time they are tracking the official forums closely. so he should not ask for question and should have look there. there are enough good questions nobody did, nor is able to answer. ask him if he takes those into account or if its just PR.
  3. yeah there are some lod and import bugs atm which have been confirmed bei CO_DAE. eg. atm your assets might break if you don't provide all texture maps for your LOD etc.
  4. we could create challenges similar to those over at cgtalk/cgsociety so ppl could follow the progress too. i love to follow those challenges! though we might want wait for some of those annoying bugs to be fixed before we start the first.
  5. i don't thinks so, do you really? i "hope" so too though. cause they will have to redo all broken templates. they can't forget they still have dozens, dozens of assets (i still think the majority of growable assets) to fix. it's just no priority and they are on vocation atm. dude its unity 3d. it uses mono at runtime (like it or not). java is no option though..... plz go to unity3d.com and learn before going nuts over c# and its performance. given the task of these dlls the performance shouldn't be to bad -_-
  6. yeah for sure but doesn't it feel strange to reverse their "core classes" at this stage? keep in mind they try to be open to modders and things will probably/hopefully change a lot on their end. if they release updates like every 3-6 month and the updates don't add stuff for us this will be the option i guess.
  7. yeah well check eg any lower commercial level 2 + 3 to see how well they work. they will use only one of the set color variations which renders the feature totally useless for those templates. everythings fine for level 1 though same behaviour for high lvl commericals etc ... by using no or an only white colormap, color variations will be applied to the full building. so yes you can brighten your diffuse map with eg white (as the color variation is added to the diffuse color) but thats not intended. (just brighten your diffuse map instead) this won't produce your bug anyways. if you use a custom LOD check the 1st link I posted. its broken but theres an easy workaround.
  8. i'm not to sure what you are talking about. colormaps are used for colorvariations which are broken for most templates since initial release. which "white overlay"? well you'll figure it out... here are two links regarding the new bugs in 1.1 (including Dev response) https://forum.paradoxplaza.com/forum/index.php?threads/custom-lod-help-tips.857325/ https://forum.paradoxplaza.com/forum/index.php?threads/extra-polys-being-added-to-model-in-the-asset-editor-only-since-patch.856771/#post-19354868
  9. The color might change cause you don't have a colormap? if you don't want to use a colormap create a black texture for it. atm there are some LOD-bugs. if you want to provide a custom lod, you'll have to provide _all_ texture map for your custom lod too (_d, _s, _c, _n)
  10. yeah lots of stuff is handled stangely or missing entirely. my biggest concern is that features like eg Color Variations have a huge space in the (still very limited) Asset Editor while they don't even work as intended. stuff like this should be striped entirely until they actually work. it raises questions to beginners and the rest already uses a hexeditor to fix other stuff that has no asset editor options. On the other hand i'm not sure what your trying to achieve with your post... i think the devs will neither read nor respond to it here. Post it on the official forums and link @CO_Dae to it. I think they might know about most of it.
  11. Girafe creations

    just put a black modelname_c.jpg in your import folder. your 3ds material doesn't matter
  12. already discussed this in the paradox forums. you are probably using the ingame scale option. rescale your asset in your CAD program and import it unscaled
  13. started to port some of our knowledge to the skylineswiki so we don't have to search forums. feel free to edit stuff and/or create a proper skyline info squad userspace
  14. idk if i got your idea but you are fine to use seperated meshes / maps while modeling. all seperated meshes and maps should use only one material though so uvs are in the right place. you can even use instances of your (sub)meshes (eg you can create one dormer of your roof and copy it all over the place). just make sure everything creates a clean hull (eg no coplanar faces) when merged. you shouldn't have problems merging everything in the end.
  15. if someone wants to use this: the model has to be merged and cleaned. currently it has aboout 1800 untriangulated polys. (atm only two sides of the building are modeled and textured) the actual textured part has reversed faces. the uv map has to be redone sadly as schmidt used more then 1 material. i would not suggest beginners to toy with this.
  16. yeah did some googleing aswell. so as long as the modelauthor doesn't mention a different license Google's royalty-free license is applied. so just check for this and your fine.
  17. keep in mind most of those models were imported into sketchup aswell. of course there are some good models around. another question would be the license attached to those models. anyone knows? EDIT: license/TOS
  18. - the poly count doesn't get changed at all if you found the export options for double sided faces yet. my c4d does this too btw and i'm pretty sure your CAD programs have options for it aswell (maybe not as default) as its wanted/needed sometimes. BTW double sided faced =/= coplanar faces. did you mix those up? just like SU always uses UV mapping. other CAD programms do this too but have build in box- , planer- ,spheremapping options which basically create the desired UV map. - which "Sketchup Library" are you talking about? the warehouse? which basically is the steam workshop for SU with user made creations? of course it's full of trash? i thought we are discussing the possibility to create proper meshes in Sketchup. not a workshop handled by a different company. but ok... SC4 used a completely different technique btw. they are baked scenes kinda. not really a 3D modell we try to use now. you didn't had to care about the polycount cause its just pixels in the end. another reason lots of trash is produced and ppl think 60k polys are np imho. - so if you use unmodified primitives (which don't even show seperate faces at all by default) to create your modell the mesh will suck? thats true for any CAD programm. in C4D i have to convert my primitives to make them editable and merge them or i wont be able to export anything to CSL. well played maybe you don't like the workflow and maybe he's not good at it but he does it doesn't he? i guess he would be able to create something similar just less or even more accurate. SU is made for lowpoly modelling. Of course eg in C4D i could do it even smoother using vectors/splines and lots of nurbs but how does this help in any game engine? maybe it does if you try to create a AAA CG movie. maybe there's a SU extension doing exactly this. please sources regarding the broken polycount in SU! not your opinion. of course if I don't know what I'm doing in sketchup but in blender I'll be able to clean the mesh drastically. calling out an easy 80% drop is still a joke. (thats 1000 polys -> 200 polys pls show us this SU modell) i can create meshes in SU and you won't have to and wont be able to remove a single triangle in Blender. yeah there is no performance issue. if there is elaborate it eg using a source or sampledata. after all it seems clear you like blender but obiously didn't like SU while trying it. thats fine and no problem at all. i still would like to know why a beginner would create a cleaner mesh in Blender, C4D or 3DS. of course you're no beginner so take a step back from your personal pov. you basically skipped the actual modelling part entirely. i'm not trying to advertise sketchup in any way. it's uv mapping is just horrible. basically every export behaves strange cause they seem to use inches as internal unit which no other CAD does. they use just raw values. but i dislike bashing a actually good program for its core feature which hasn't been explored by a board moderator and blender user (who got used to it - thats like everyone using blender).
  19. thats not true. you can totally mess up meshes in 3ds, c4d, silo, blender or what ever. i can do this in seconds. this forum is full of threads proving exactly this. the user has to care about it. there's absolute no reason to believe a beginner would create a cleaner mesh in 3ds than in SU. the opposite might be the case imho. if you think SU actually does mess the polycount in a way other cad programms don't: _please provide a reliable source_. just have a look at some youtube hardcore modelling vids and you'll be amazed how clean and fast some ppl work with only SU's buildin tools. i tried finding a single thread regarding this polycount issue on cgtalk.com (THE board for cad) ... without any luck. it's hard to find any thread with problems regarding modelling in SU. contrary searching for eg "blender ui" results in the expacted. saying blender will automatically reduce polycount by 80% is pure nonsens... funny nonsens though. the first blender mesh i did was the cleanest mesh with lowest polycount ever. cause i couldn't even figure out how to create a box ( this was more than 10 years ago and youtube didn't had tutorial for everything back then. but the ui hasn't changed to much ) if you'r taking about ngons ... it's 2015 - all those programms make use of them - visable or hidden. Sketchups problems are not its modelling features. if you think sketchup sucks just say it. but don't try to bash it's patented core features any other cad software would love to implement. if you know what you'r doing the cad programm doesn't matter at all. you just seem to be most conftable in blender. (i'm a c4d user)
  20. i guess your lod fbx had a root node which shouldn't be there. at least it's the same error you receive with sketchups standard fbx export. try to reopen your fbx. remove anything that is not your lod mesh and save again. (though you seem to have messed with your plugin )
  21. oh I'm sorry. I'm not into unity or c# either .... its just a debug mod you can find in the workshop it shows that the default prop "StreetLamp01" has a lod with actual values. which does not mean it doesn't hide at some point.
  22. well you can embed textures in fbx. so the fbx would be much bigger doing so. but CSL doesn't care about it anyway so just skip it in general your model will have the file size of your textures + a few kb. though right now the actual crp file size seems to change with the template you use. as if the original texture data is still in there or something. eg. i have the same building 2 times in the workshop. the actual file size of all my textures + the mesh is around 1mb 1x lower commercial level 1 4x4 -> workshop says 3mb 1x lower commercial level 3 4x4 -> workshop says 13mb (!?!? it can't use color variations either) EDIT: I haven't tried texturing a .dae or .obj yet but yes the mesh will load ingame.
  23. could you provide some source regarding your assumptions? cause my scene explorer tells me something completely different. though i have to agree atleast the props i made have no lod and hide while zooming out. will do a quick test regarding this. yeah these were my thoughts (at least until now?!?) when you are zoomed in its no difference if your model uses 2000 tris and you have 0 props compared to a 1000 tris mesh with 2x500 tris props (assuming everything is visible the same time .... ) EDIT: did some test regarding prop lods.... but actually we can't test them properly right now ... as prop creation seems totally broken (even with hexfix) even if you provide a lod mesh the assets editor will complain about a missing lod instantly. if you save the prop and load up some game your scene explorer will even show theres no lod for your just created item default props have a lod though. my test prop (that should have had a lod) did hide at some point. though the buildings lod was already in action (because of the props height of course).
  24. hm? dunno if i got you. actually nothing happens to the mesh while exporting to fbx (besides triangulation maybe). it's just a format CSL can handle. CSL can handle OBJ and DAE too. your exported fbx should be placed here: if you import it to CSL your mesh + lod + the textures will be stored in a new .crp file in the "Assets" folder right next to the "Import" folder (workshop items are stored somewhere else)
  25. yes the elephant is still there. the fbx contains only numbers and coordinates. all the other stuff blender saves in it's .blend files isn't needed. like textures, animations or fluid simulation data etc etc actually most of the stuff inside the fbx isnt needed aswell only the raw mesh data. afaik blender creates smaller project files than most studio solutions.
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