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Make Model Using Google SketchUp
onion_army replied to BriniaSona's topic in Cities: Skylines Modding - Open Discussion
Isn't the Wiki open to everyone? Isn't that the point of wikis? Ah - I though you meant about the units etc. I just read the post where you asked for polygon count info. That's great! -
Make Model Using Google SketchUp
onion_army replied to BriniaSona's topic in Cities: Skylines Modding - Open Discussion
you have. sketchup. click in your bottom left -> model info -> statistics -> faces be sure to check the triangulated fbx though as it will be much higher then your skp with n-gons only the triangulated final product is relevant Model Info > Statistics only give the face count - however, what's interesting is the triangle count. I have the code for that already in another extension: http://extensions.sketchup.com/en/content/model-info I don't see how the FBX exporter can do anything about. This sounds like a matter of creating the low poly version when needed. When you can't, for trees, then I'm guessing the topology of the mesh affect how well the model is reduced. Would be interesting to see the triangulation of the trees that ships with the game. -
Make Model Using Google SketchUp
onion_army replied to BriniaSona's topic in Cities: Skylines Modding - Open Discussion
It doesn't matter what model units you use in SketchUp. The internal units are always represented in inches and the Model Info > Units settings is simply for display in the UI. Just model in 1:1 scale and you will be fine, MM, CM or M - pick your preference - even inches and feet if you really want to. It's the export settings that matter. However, note that exporting from SketchUp you must set the Export units to Centimeters. This is because default import units in Unity is scaled by 0.01. Apparently this is because some modelling application apply a 100x scale upon export. Seems to be a common confusion around Unity. For whatever reason - the game might use Meters, but it's importer scales the input. SketchUp exports FBX in 1:1 - though the game doesn't use any unit info that might be in the file - it just reads the numeric values. That's why the Export settings from SU needs to be CM. I wrote a summary of the whole thing here: http://www.thomthom.net/thoughts/2015/04/export-from-sketchup-to-cities-skylines/ Saw this in the paradox forum... WOW !! I wish someone will code such a thing for Blender... and I have some memories from the time I tried to struggle wish the 3DS->SC4 workflow (I wrote memories but nighmare is a better word). Edit : I hope this will take the lod into account. I figure I can export the regular model and then the LOD using a separate texture set. But I agree it should be stressed. Can't stress it enough. The exporter extension I wrote simply patches the FBX so the unwanted extra node is removed and the game can read the file. It doesn't do anything else. What exactly are you guys thinking of when you say "take into account LOD"? Based on the Wiki it sounds as though the game create a low poly version automatically, but one can create your own if you want to. -
Make Model Using Google SketchUp
onion_army replied to BriniaSona's topic in Cities: Skylines Modding - Open Discussion
Well, that's why I'm here - to find out for myself. Found this thread on Cities Skylines and SketchUp so I figured I'd join in with the exploration. I've always enjoyed building games - and strategy games. Spent mindless hours with Rome Total War. Though the recent five years I've hardly played at all until my nephew got me playing Minecraft. Now I stumbled into Citites - which is a nice experience compared to the last Sim City. I really wanted to play multiplayer and have my friends as neighbours, but Sim City was too buggy and too small of a playground. Given how well Cities Skylines seem to "just work" I'm very happy. But I'd love to import and export my own models. Been toying with the idea of getting the town I live in into the game. In my previous job I worked at an architectural office and built up a good collection of building models locally. So - it seem to be main two items here: 1. Exporting directly from SU to game assets. 2. Take a model with multiple maps and convert them into a single map (given the dimensions the game desire.) 3. Probably nice to have a polygon count tool. -
Make Model Using Google SketchUp
onion_army replied to BriniaSona's topic in Cities: Skylines Modding - Open Discussion
Hi there everyone Long time SketchUp user, also SketchUp extension developer. (Normally I my nick on forums are "thomthom", but this time it was taken unfortunately.) Bought the game recently and really enjoyed it - got intrigued by the modding capabilities and started looking at tools - in particular SketchUp related workflow. What's the issue with the axis? The XY flipping? Have you explored the exporter settings? There are a few extensions for better UV mapping SketchUp, one of my favorites are Fredo's ThruPaint: http://sketchucation.com/forums/viewtopic.php?t=44552 But for UV Unwrap I'd go with Dale Marten's SketchUV: https://extensions.sketchup.com/en/content/sketchuv It lets you use third party UV mapping editors with SketchUp. Yes you're absolutely right and I came into the thread to say just that. If you use sketchup you're probably going to have to do a lot of cleanup in 3ds max in order to lower the poly count, because sketchup makes messy models. Can't say I see the argument that SketchUp creates messy models - that depend on the modeller. Like any polygon modelling tool you can create clean or messy - entirely up to you. Ouch, thanks. In that case tools like Solid Inspector² would be extremely valuable as it able to clean up unwanted interior lines and face after merging, also pointing out exact location of error that it can't fix by it self. The test model was made in Sketchup but I triangulate it before export - but it doesn't matter though, still get triangulated when import to 3ds. I thought the dev specifically ask for triangle count? I read that all over the place. But wait, in the video above. Wasnt he has two different object intersecting each other? Or it is just blender have a different "way of things"? Totally never used that tool. When you say interior lines, do you mean edges between of coplanar faces? Because Solid Inspector doesn't remove that - it only remove internal faces in what should be manifold geometry and stray edges. CleanUp on the other hand will merge coplanar faces and colinear edges - reducing the number of entities as much as it can: https://extensions.sketchup.com/en/content/cleanup%C2%B3 Haha hello, I know you will thank me too ...: D Well, I am not yet satisfied but for beginners is already a beginning,,, install the plugin in scketshup SCKETSHUPUV With him on the program's work area, u need texturing sound just a material dragging and changing the size of the texture. Never use other stuff out of it, then select the template, go on the first of scketuv plugin button and give triangulate. Save in Collada ... Vc will see only a material in the ... Put your Collada and their stuff on the cities folder ... Well ... Remember that you can not try this with groups. It has to be all broken up. And in Collada settings just KEEP TEXTURES AND TRIANGULAR, rank should be cleared. The model 20,20x20,20 M is a cell of the fully occupied cities. Follow my model with SCKETSHUP. http://steamcommunity.com/sharedfiles/filedetails/?id=410064406 well, of mine has been right. coming soon i make a tutorial. A second thumbs up for SketchUV.
