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merc187

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About merc187

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  1. @mistyskye - Did you hit CTRL+A and apply transforms for rotation & scale? When you alter the mesh or geometry of your model, it messes with how Blender knows what to export and by hitting CTRL+A you are "resetting" that or telling Blender where the model positioning is after you made edits. Whenever I forgot to do this step my mesh in game gets all whacked out and out of proportion.
  2. That's part of it. I didn't want to have to utilize other programs, plugins, and software to do something Blender had already inclusive in it's program. Blender was scary for the first week or two but once you learn where everything is and how to navigate, the rest came a lot easier and I didn't have to worry about exporting to another program or use a handful of other tools that I could do in 1 software. I found a lot of elements confusing in Sketchup, especially how it exported things, without doing a lot of extra research on "making it work". I just opted to learn Blender and after a week or so I felt way more comforable with it.
  3. I'm sure this was an attempt at reaching for the "Minecraft" and sandbox building game crowds on consoles, just not sure how successful it will be. I'm sure they'll sell copies but I just dont see the appeal in the console gaming crowd that I do in the PC gaming crowd for these genres. I can see a group of players out there enjoying this type of game on XBox but I can't find it at all as well done as it would have been on the PC version. It makes me think this is why they've kept the limitations on the simulation etc. Perhaps - and I speak from complete ignorance about how to make games at any professional level - it was to borrow some of the elements in the PC game to port over to the console side. By increasing the simulation elements, such as the traffic AI, that would have needed to be reworked for the console plans. Who knows in that regard, but I do think that this was a mis-step rather focusing on the core group of PC gamers who play simulation & city building games like this and who will eventually be the bread and butter gamers that carry the title. I remember as a teenager playing one of the first strategy/building games on console, Dune for Sega Genesis. Looking back at how cumbersome and simplistic it was I have mixed feelings on how well this will do. I hope that once this is released, CO/PDX will revisit the core game and improve upon the simulation and game design. If not the AI and other hardwired elements of the game, through new elements that enhance the game play. Transport & traffic content have been mentioned in other forums but I really desire to see an increase in the way the user handles his city. There is just no real challenges or interesting micro-managing capability for economics & logistics of your city or elsewhere outside of transit/network design.
  4. When the game came out a while back and I realized that modding in this game meant I could create models to put into the game I eagerly wanted to learn how to 3D model. I researched the software available and found SketchUp and Blender as the 2 free ones that were commonly used. I started using SketchUp due to having a Google account etc. I quickly found it was very inadequate and too simplistic for modeling game assets. I quickly moved on to Blender and spent the next 6 months poking around, torturously slow, until I could figure out how to navigate the software and make some simplistic models. I have learned a lot since then but still, Blender or another program like 3DS is the way to go.
  5. I'm noticing (at least in my game) all the trees that are defaulted in the game to an asset, park, or building seems to flicker. The ones that come with the maps and are plopped by a user in game do not. The short term fix - at cost to the GPU resources - is to bump up the tree LOD distance in BP's Adaptive Prop Visibliity mod and adjust it to your usual zoom level in game so that the trees don't flicker. I tried removing ROTR and although it did stop the flickering for me, I use too many nature assets that utilize that feature to not use it. So I've opted to bump up the LOD distances for trees in the APV mod. But you're right - I've seen varying issues and mod lists that have the same problem in the community and it's a mystery exactly why this is happening for the specific instances it does happen for various users (at least to me).
  6. Hey all - did anyone notice that several types of trees and nature assets have wonky normals? I noticed this issue at least on a few trees/bushes as well as some of the grass assets that I've made in the past although I fixed them already. Now they have the same issue again. I remember 6-7 months ago going into the assets to fix a vertex normal issue and it seems for whatever reason the issue has reappeared, but I'm also lightly noticing it on several other types of assets as well. Does anyone else see this problem? Could it have been any changes to the game that might have messed with once working and normal looking assets? Has anyone else noticed any weird normals issues going on with some of the plant life in game?
  7. Ronyx

    Sorry for jumping in but @Sparks44 - why not simply scale the current geometry/vertices you have in the current triangle so it expands in space? That requires no extra vertices.
  8. Vehicles flickering

    Ah. So weird it only affects custom assets and not every tree on the map. Oh well. RTR is too valuable for me to get rid of. Flickering isn't that bad I guess....
  9. Ronyx

    ......whooooooa......... This is simply amazing. How much time have I wasted loading the game, changing textures, re-importing....too much time. Going to definitely give this script a whirl. Amazing stuff Ronyx & SamSamTS - this is incredible for asset creators.
  10. Vehicles flickering

    Could the tree flicker issue be associated with assets and parks and what not that utilized the probability prop changer a while back? It seems a lot of the flickering occurs when I plop a park that already has tree/prop assets on it. A new map doesn't have that going on but once I've plopped a park form the work shop that has a prop/tree - not sure which one(s) it is yet, I started to get the flickering trees.
  11. Thank you for showing me your UV layout on this BiPin! Much appreciated. Looks like there are things that I need to plan out on my diffuse atlas, in that if I want to tile texture, I need to make sure that texture is the only texture horizontally on the texture space. I have not been doing that right I guess. Thank you as well Avanya - I do the same thing thus why I was hoping there might be more info that I was missing. Looks like it's just the "name of the game" when you UV Unwrap. I will try to plan these models/textures better to allow for a more seamless and useful configuration when modeling. Thanks for your tips guys! Anyone have any more? Please feel free to comment here! I would love to soak up more info on how you do it.
  12. Yah it's one of those things that's somewhat difficult to get your head....unwrapped.....around (pun intended) but as I get more practice it makes more sense even when I don't seem to know everything I probably should. I feel, as a self taught modeler, that I'm missing some critical things in how my workflow ends up. I think there are other ways to do this that I'm missing that would help create better textures and UV unwraps but I was hoping to pick other people's brains in their methods to see what I may be missing. Thanks for the input either way @OcramsRzr.
  13. Hey guys - I was hoping to pester some experienced Blender users or anyone with good knowledge and techniques on UV Unwrapping assets in 3D modeling programs. I haven't created assets in a long while and one thing that always bugged me was the difficulty I had in matching up textures to the UV's. I've wondered how other asset users unwrap buildings and other assets so that when applying textures these textures match up nicely with one another with minimal individual UV island manipulation by hand. I've made a lot of mediocre assets but this is a technique that I've struggled at especially with buildings that have symetrical or identical textures on the buildings themselves. Unfortunately I do not have the full images of the UV Unwrapping screen but I do have an example of an asset I did a long while ago that can maybe be a good example at what I'm talking about: I seem to have a lot of trouble when applying my diffuse texture to a model to get all the "pieces" to match up correctly. Part of me believes this is a UV Unwrapping issue in conjuction with how I model the geometry on the mesh, in that however I unwrap the geometry doesn't seem to "match" with the textures so that requires me to manipulate the UV's way too much and in some instances I can never get them perfectly aligned. I will easily be able to provide any more details on the UV unwrapping and I hope I'm making sense about this. Ideally I'd like to see or hear any advice or recommendations on how some more experienced modelers unwrap and texture your UV's so that when you actually apply them to your model things end up working out. I've been familiar with the "tiling" concept but I still get a bit confused on how to arrange a diffuse texture to maximze the advantages of this system. I assume things that can be tiled should be stretched vertically or horizontally completely across the diffuse space so that when UV's extend beyond, the same texture is displayed. I always end up running into problems with space and texel density in this fashion. When I say "texel density" I mean I end up having to stretch or scale the UV's beyond what they or the other UV's have in pixel density on the texture and they end up displaying on the model oversized or undersized depending on how I'm stretching the UV's. I also understand that this may be a lot to answer and a lot more questions can arise from how I'm actually doing this so if I can provide a video, a GIF, more images, or more explanations on what I'm trying to achieve I'm more than happy to do so. The end result is I want to make better, higher quality assets, that don't have to over compensate for my lack of UV Unwrapping skills with more geometry and crappier textures. Thanks in advance everyone!
  14. I made a crappy tutorial series several months ago. It starts with the basics and quickly and poorly goes through how to basically create a model, create a mediocre texture, and import it in game. I go through details such as how to set your screens up, how to UV unwrap, how to texture, and how to export to Cities Skylines and import an asset in the asset editor. It's not nearly as advanced nor do I have the skills as some users have here - but maybe watching some video of the process can help you. Feel free to ask me or the community any other questions - lots of great talent and skills lurk about here and I was able to do the same thing when I started a year ago learning blender & asset creation myself. Good luck! https://www.youtube.com/playlist?list=PLgPCPy7HK4iRVuQyBuVTKXORvyxHnhyoQ
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