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Everything posted by sccolin
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Illumination map Mod Tools dump problem.
sccolin posted a topic in Cities: Skylines Modding - Open Discussion
I am new to 3D modelling and not a lot of experience with texture maps. So it took me a long time to debug a problem with the illumination map output from Mod Tools dump. I do not think this is necessarily a problem with Mod Tools as it did not happen on the European models I dumped with it. The problem had first occurred with other models I had modified with Blender. To isolate the problem, I dumped a couple of asset buildings with Mod Tools and then went straight to the Asset Editor, Import to check out the problem. No blender processing, I imported the dumped .obj files directly to asset editor. Below you see the results with the original built-in asset on left side of streets and the Editor imported version of exactly the files that were dumped on the right side of the streets. At night some of the dumped/imported assets appeared to be randomly ALL lit up at night. Being a newbie to modeling it took me a while to focus on the illumination map. In the dumped illumination map almost all the mask value were 225 (= lights ON ALL over). It should have been 192 for neutral, i.e. no light at night. Changing the illumination map values from 225 to 192 with my graphics program (Paintshop Pro) fixed it.- 9 Replies
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I am new to 3d modeling. I have successfully used Blender to make extensive modifications to some existing models dumped vie ModTools. I have noticed that all the models have about a 1 meter "skirt" that extends down underground from the outside walls. I assume this is in case the model is placed on a slope and some of it is exposed then there won't be a hollow section. However in some cases the models have pretty extensive underground sections using a lot of tris matching all the detail above ground. If my assumption is correct, can't I just have a single piece (2 tris) covering the whole side wall? Here's I picture of a garage model showing all the extra tris below ground (the red line). In this case they are also double walled. Can I get rid of them for more efficiency? Should I replace with a single double tri underground piece?
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Avanya - Thanks. Will test after holidays by creating model with no "skirts". Then redumping via ModTools. If CS is creating that many extra tris for every building would seem to me a significant inefficiency. PS great models you have done.
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Thanks. Will test.
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Illumination map Mod Tools dump problem.
sccolin replied to sccolin's topic in Cities: Skylines Modding - Open Discussion
Thanks for responses guys. BP’s analysis that it only happens with vanilla assets seems correct. Did not happen with 2 European blockhouses. Am not knowledgeable enough to opine on Ronyx69’s proposed solution. My workaround of resetting ilum map values for unlit sections is easy enough – once the problem is known! BP – I know the feeling of wanting to get it perfect but time may be better spent on all great stuff you do for average users than tweeks for geeks. BTW – Image below is what I am working on - Trying to re-purpose vanilla L1 2x3 Detached05 to be true attached row houses plopped with Search Box or Move It (copy). Similar to neighborhoods in NYC outer boroughs.- 9 Replies
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We need new Time Warp mod
sccolin replied to ImpactUHD's topic in Cities: Skylines Modding - Open Discussion
Roadman20 - thanks for that. (duh, just like Time Warp). Though gratuitous comment as to my ignorance and refusal to look in depth not appreciated. Ignorant? Because I missed some, literally, fine print? -
We need new Time Warp mod
sccolin replied to ImpactUHD's topic in Cities: Skylines Modding - Open Discussion
Yes, thanks, got that. Then use left mouse to set time to 0:00 or 12:00 hours (night / day). But can not set specific time (best as I know) like 16:00 hours (late afternoon). Or use slider as in Time warp for watching daylight/ nightlight "warp" across scene. Again not a big deal. I appreciate effort lisalionheart put into original mod. But can't expect volunteer modders to forever update when CO has new version. -
We need new Time Warp mod
sccolin replied to ImpactUHD's topic in Cities: Skylines Modding - Open Discussion
Thanks for update. I see where I can set day/night on ExtInfo to reset clock to noon/midnight. But I don't see where I can set specific time of day e.g. slider like Time Warp? Disappointed to have to use 2 mods with extr unwanted stuff where one mod did exactly what I wanted before. Oh well. No big deal. -
We need new Time Warp mod
sccolin replied to ImpactUHD's topic in Cities: Skylines Modding - Open Discussion
I would also like to see Time Warp back. I do not see where Extended InfoPanel allows set of lat/lng. This enabled "moving" sun angle for views and pics. Also personally do not like tiny controls on ExtInfo and extra stuff I am not interested in. -
Have CO lost touch with what players want?
sccolin replied to barcasam7's topic in Cities: Skylines General Discussion
I agree with points made that CO / Paradox have to maintain revenue stream. They also need to earn a living as well as respond to player interests. Hence DLCs vs improving basic game flaws. That's life. That said CS in dire need of major revamp to fix some basic flaws including performance. My pet peeve is load time. There should be option to precompile subscribed assets. I have about 500 including props. I estimate it would reduce game load time by about 50% from 10+ minutes to 5. -
Asset editor crashing upon model import
sccolin replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
To implement see post on Steam Community at http://steamcommunity.com/sharedfiles/filedetails/?id=466981085 But it didn't work for me! Still crashing. Next step copy and delete all local assets as per https://www.reddit.com/r/CitiesSkylines/comments/3xn2aj/fix_for_crash_to_desktop_when_exiting_gameasset/- 15 Replies
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