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ModderMania

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About ModderMania

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  1. Theme Editor: Take the guess work out by providing a preview window option that is basically a snapshot. Add whatever road, rail, pedestrian path and a few buildings without the need for a mod, meant for sample purpose (limited to a few of each) to get a better perspective of how these will look in-game. Names of files in use -- often I forget which tiled pavement I used lol, was the green cobbler? nope, hmmm. Add "Shoreline" as a separate texture. Add "Road Edge" as a separate texture, where the pavement blends with the road. Add #color code so that I can match a color from another asset. Asset Editor: Add "Blank Templates" with additional list to select the type and size of asset. This being the Advanced Mode for content creators to import their completely original asset on a clean slate. Advanced section for example, add scripts for transparency textures. And include a spawn and paths editor that shows green edging when paths are correct, red if incorrect. Easy Mode: Select from "Existing Templates" as is already available now; Add new "Texture Library" with additional list to select the type and size of asset; New Templates and Texture Content Packs, addon for the Asset Editor. Improved Color Pallets, add #color code (copy/paste) to color match from another asset. Find it included by default. In-Game: Remove the limitation to plop/snap assets next to a road, I would like to see roads replaced (option) with beautiful pedestrian plazas and parks that can be drawn just like roads. With various types and sizes of plazas and park options. Moving Pedestrian Walkway, these are common at airports. Drones that land on commercial and apartments buildings rooftops, to replace trucks. Train and Metro stations (stops) inside landmarks and commercial buildings such as shopping malls. I love compact stations with almost direct connections to underground metro networks. Trains are great for longer distance travel where as metro is best suited for multiple shorter distances ideal for residential (underground metro) and commercial zones. More trees and flowers in the default game, stunningly beautiful more realistic trees and flowers. Excellent examples are from Mr.Maison and others such as the bluebells by wvnl. Greatly appreciate your contributions, thank you. More planters boxes of all shapes and sizes in-game (with the game). I created my own unlike what is available in the workshop, these are 16 meters large and raised 1 meter, planter boxes with nice brick textures, these are very easy to create in Blender. How about an "old settlement" just outside the city, horses and steam trains being the only mode of transport. YeeHaa!! Ultra High Speed Trains that also move under or above water via transparent tubes. Find it mod available by default in-game. Large welcome signs to the city (user name it), these signs can be plopped over-road or plazas. Multi-Stack network system for Trains, Metro, Peds and Roads. In-Game Asset Editor, specifically for changing color or choice of alternative textures (_sub.png), various additional textures and sub fbx files would have to be included or else it won't work. I guess CS could label these as "Premium Assets. Map Editor: Bigger Map to accommodate multiple large cities and smaller zones for farming, industries and whatever. Allow more outside connections without the use of mods. Allow any type of network to be drawn for better planning of the city main infrastructure. Allow underground/tunnels without the need for mods. New "Deep Carve" terrain tool to actually carve out deeper caves for your Neanderthal settlement lol. New "Align & Snap" tool for carving straight edges for channels and harbors. Find it mod available by default.
  2. Wish I could be more helpful. Please forgive me, I am more familiar with Blender, I will try to help as best I can; Make sure you have the UV Map editor opened and layout all the pieces (faces) on the UV Map --- all whilst having the preview mode display the textured model to ensure all the pieces are in the correct location on the UV Map. I use UV > Unwrap, or UV Smart Project to get all the pieces laid out better for easier editing. I guess 3dMax could work differently, refer to the manual. What I see in your image above is only the wireframe! You need to also open the textured preview and UV Map Editor. You should also make sure the png image (texture files) are named correctly -- the same name as the two FBX files for example, bridge.fbx and the LOD file named _lod.fbx. All the texture files have underscore lower case for example, bridge_d.png (diffuse), bridge_n.png (natural (bumpmap)), bridge_i.png (illumination), bridge_a.png (alpha), bridge_s.png (specular). And of course for the_lod files for example, bridge_lod_n.png -- this ensures all the files will correctly link with the fbx files. All these files go into the import folder located in CS > Addons. Also make sure the resolution for all the textured files are the same for example; 2048x2048 or 1024x1024 or 2048x1024. For the _lod.png files typically much smaller such as 512x512 or 512x256. I have seen _lod.png go smaller down to 64x64. These LOD files are Load at Distance therefore, you won't see the textured details up close, so don't worry about these files looking crappy up close, this is normal for the purpose of lower CRP files size and better FPS performance. It is the main larger texture png files that are important, get those looking good. Images files should be 8bit color space, don't do 16bit because it won't work with CS.
  3. Edit: I forgot to mention this model is "One Object" and is low poly, less than 700 tris. The upper platform and base is one object. Optimizations in the mesh especially the lod are done! Exported two FBX files that include the lod, and png files for the textures including low res for the lod. CRP file is 5,503 KB. I've created a lot of assets using Blender and other apps for the textures with great success, the elevated train station is the only exception (issue). I decided an image should actually help explain what's going on:
  4. Resolved: Initially had this asset looking & working fantastic but I forgot that I removed additional faces & vertices (mesh optimization) that i should not had done for the main mesh -- that is when this issue with textures occurred! Further explanation: I wanted to optimize the mesh more and decide to remove the lowest end of the "footings" (faces & vertices) from all 26 main posts of the structure -- this part of the main structure cannot be seen in-game due to being underground but that is what triggered the issue. Lesson learned: the LOD mesh may get away with that type of optimization but not the main mesh. All in all I am still well within the Tris, Verts & Grimlins limits, well within 1000 for the main mesh and much less for the LOD mesh! That is because I do all the salad dressing in the Asset Editor, (lights, signs, benches, foliage and whatever)! So yeah! Could not be happier and hope this will help others avoid the same mistake I made. . Above comment edited (added) about 1 week after initial post. -------------------------------------------------------------------------- Initial Post: Regarding Elevated Train Station: * The texture will not display correctly from ground level up to base of actual platform, but the textures on the actual platform is perfect. * I base all my Train Stations on the Vanilla 2-Way Station Template. Elegant, simple, compact design, option to snap back to back in-game for a compact 4-Platform Station. Never had any issue with these ground stations until now with creating a compact elevated station. * Could someone suggest a good Vanilla Elevated 2-Way (double track) 2 Platform Train Station Template? GobblieGook Solution: If I remove the base building (under the actual platform) the error goes away and the elevated train station functions puurrfectly -- but gobbliegookazoid Zatman! it looks weird seeing an elevated station floating in midair miraculously defying gravity lol. I suppose I could name this station, the AntiGrav Train Station, beam me up Scotty. Another solution, in the asset editor I can use stairs and pillars to at least make the asset appear somewhat acceptable. Seriously, I prefer to find the better solution regarding the textures not displaying correctly on the base building, between ground level up to the base of the actual platform. The actual platform textures are fantastic, its the building textures underneath that is the issue. The Elevated Train Station is standard height for elevated track @ 39ft. If I use the vanilla ground station template and use the eleva 2-way "station track" with move it up 39ft I sometimes get height too high error in-game. Therefore I use an existing elevated station as a template, add my own FBX file that I created using Blender and Move it tool to horizontally (not vertically) position the track into place. This works perfectly except the cims pathways do not align with my design -- can I move the invisible paths without issues? All my other models have no texture issues, but this is the first time I ventured into creating an Elevated Train Station and whoa I get texture issues. I take great care in getting it right in Blender and UV Mapping, nothing appears incorrect in that regard. Yeah! This issue has me stumped like a stun mullet at a cims fish market. Surely there must be a solution I could try that I have not yet thought about? Issue explained above should be self explanatory thus no need to upload picture, all my assets for CS are for personal use only.
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