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Showing results for tags 'export'.
Found 22 results
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Hello I Use Gmax to add light and export file Before to export i click on Refit Lod But have problem in the building
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How to export the map thumbnail from a city file?
Rady posted a topic in SimCity 4 General Discussion
I consider starting a city yournal. I have done this many years ago, and I know that there is a way to extract the image of a city tile from the .sc4-file using the ILives reader. However, I cannot remember how to do this. Any help is appreciated -
Has anyone know where I can find or if there is a script to export lots in blender? I have a few old models and textures sitting around and rather then delating them I was thinking of crating some more lots. I don't have Max and with Adobe's pricing structure I probably never will lol, also it's probably a version of max from over 10 years ago.
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Is it possible to export buildings to tweak in Blender
Handyman posted a topic in SC4 Modding - Open Discussion
Is it possible to export buildings from gmax in a file format compatible with Blender? I would like to be able to adjust the buildings from their current perspective to something a little more real world. -
Exporting a city from Cities into blender
CpPolar268 posted a topic in Cities: Skylines Modding - Open Discussion
I have played on the same save file for the past few months and I have a city with custom terrain, roads, etc as any other player would. I recently came up with the idea of driving around the city but I would like to do it in a different game. In order to do this, I would need to export all the terrain, roads and buildings as is in the Cities savegame file, import it into blender and then export it into the other game. I know how to do the latter of the 2 steps but have no experience with modding related to the first part. Is there a way to export all the terrain, roads, buildings, etc out of a Cities savefile and import it into blender? -
Hey everyone, I'm looking for a charitable soul to help me export a model initially designed for CS into SC4. A C:S modder kindly gave me a model that was made in Blender. I'd like to export it but unfortunately my laptop has serious issues and GMAX doesn't work. If someone is interested let me know Thanks!
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Can I sell power or water to more than just adjacent cities like two or more from the source city? I use Darasouth thorium power plant and Black hole water works.
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Export dosent even get to 20% on any quality without stopping and giving the Code=6 error, Ive tried scaling the model to all different sizes and nothing is working, what can I do?
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My first steps with Gmax are a fact, but now I have a 'problem'. I wanted to export this Billboard to see how the shape is looking, but I think I am missing a button. I think I need a B.A.T button in the red circle to export this thing. With this topic I installed everything. Does Someone know what I forget, did wrong?
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Hello, I have had this issue before and I thought it was fixed. I have been creating baseball stadiums lately but now I can't export. I mean I can export but it doesn't show up in the plug in manager. I have created a new folder, used a different name, downloaded new skins and mattes but when I export the BAT nothing shows up. I receive no errors when exporting or anything. Luckily I have only laid down the field and one wall then export it just to see if it is working so I am not wasting a bunch of time. Does anyone have any clue as to what is going on?
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Hello, guys. It's my first time posting here. So I've been getting this error whenever I try to export a large BAT. I've noticed that it only happens with large objects and not with small ones. So I'm not sure if Gmax BAT has a limitation or something. Does anyone know why this error happens? Or if there's a limitation in the size of the buildings? My model (just volumes right now) dimensions are 172 m x 130 m at the base and 500 m high.
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FBX Export of a mesh from Cities: Skylines
Dallas4lr posted a topic in Cities: Skylines Modding - Open Discussion
Greetings, I was wondering if its still possible to export a mesh via Fbx from the game. I wanted to take the FBX files and import them into 3ds max and modify and retexture some of them. I tried this method on this link but couldn't get it to work at all. If anyone has a detailed description or link to a movie that works I'd greatly appreciate it. . -
Modifying MoveIt export XMLs with python script
AmiPolizeiFunk posted a topic in Cities: Skylines Modding - Open Discussion
I only discovered that terrain-party exports are ~4.166% bigger than they should be (terrain-party crams an 18km square area into a 17.28km square mapspace) while I was half-way through making a new Berlin 1:1 map. It was easy to upscale the heigtmap work that I had done (export my cleaned heightmap from the map editor, scale it up in photoshop, re-import it), but I was kinda stuck when it came to all of the work I did on rails and roads. I needed a global function to scale up my rails and roads in the x and z dimensions. Enter MoveIt! export->import and python. A friend wrote this script for me in Python v3 to go through the xml file and tweak the X and Z coordinates. All X and Z values are multiplied by 1.041666 Here are the MoveIt! XML export files before and after manipulation: https://www.coh2.org/file/16224/moveitexports.rar And a pic, showing the perfectly fitting result after the upscale: I think this kind of thing opens up some amazing possibilities! Next, I'm interested in scraping tree data from Berlin's databases and creating ploppable MoveIt! XML files from them. This is a bit out of my league tho, but I have the feeling that it can be done. -
SamsamTS just changed the game, again
AmiPolizeiFunk posted a topic in Cities: Skylines Modding - Open Discussion
I couldn't be more thrilled that this exists now. SamsamTS has added an export->import feature to MoveIt! BRAVO TO YOU SAMSAM!!!!! Imagine how much easier it would be to do a community build! We can trade entire neighborhoods with one another. -
Problems exporting from Blender 2.79b to Cities Skylines
ScreaminAbdabs posted a topic in Cities: Skylines Modding - Open Discussion
Hi, I am having problems exporting my 1st model from Blender 2.79b into city skylines. I have followed various you tube tutorials and have prepared the model as follows. UV unwrapped. Created a basic texture and saved as building_d (model is building.fbx) Have set the model origin to the base of the object Have set transform, Rotation and Scale with Location,Rotation and Scale all ticked. On fbx export I have 2 options FBX 7.4 binary and FBX 6.1 Ascii, I select FBX 7.4 binary. In main I have selected objects ticked and a scale of 800, apply scale is all local, forward is -Z forward and up is Y up. However, in all the videos I have seen the Apply transform is ticked and just says 'Apply Transform' in 2.79b it is marked !Experimental! Apply Transform ... In Geometry I have Apply Modifiers and Use Modifiers Render Setting ticked, smoothing is set to Normals Only, loose edges is unticked as is tangent space. In armatures both only deform bones and add leaf bones are unticked. Primary Bone is Y axis, Secondary is X axis and Armature is Null. For Animation I have all options ticked and have no idea if this is needed or not. My problem is that when I try and import the model into the Asset Editor in City Skylines I can see the file, but when I click on it there is no picture and I cannot import. Clearly I have goofed somewhere, but I do not know where. The UV map has separate non-overlapping islands. The model is made up of quads and triangles only and had 225 tris (a bit over the recommendation, prob due to its curved roof). If I can get this thing into the game I will be adding a simplified lod. I have uploaded the .blend file. Have I goofed in the model, can City skylines accept quads or do all faces have to be triangles? The videos make no mention of this. Have I goofed on the export? Or is there an issue with the fact that 2.79b has marked the Apply Transform as !Experimental! Hope someone can suggest, thanks in advance building.blend -
ive been working on a stadium for a while on sketchup. it successfully imports into gmax (which is usually the only problem i have of the process) but i go to export and i get this code = 4. i saw somebody said its because its not center, but it is. i measured and replaced it. any ideas?
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Hi to all, I started extracting raw material from districts. After that, i cut the outside line for the train in order not to import raw material. Excess raw material is exporting fine (big trucks) but small ones (goods for vans) dont seem to go to the outside world. I started having error message "cant sell goods" from industries (or something like that because i have french version). I had to put back train connection in order to get rid of this message. Does it work like that ? Is there something i can do to counter that ? Thank you !
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Simcitypak crashes when exporting max 3ds material files
Adamc118 posted a topic in SimCity (2013) Modding - Open Discussion
Lately I've been trying to use Simcitypak 0.4.0.0 to mod SimCity 2013. When trying to export the max 3ds material files while going through the step by step tutorial to create a building found on this website, Simcitypak always crashes... Can anyone help?-
- simcitypak
- crashes
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Blender model exported missing some parts
Maicom posted a topic in Cities: Skylines General Discussion
Hello everyone, I'm having a problem exporting my model into the cities skylines, I'm tuilizando the .fbx format (which seemed more stable), but some parts are not showing up in the game (Picture how is attached - Spoiler) . Does anyone know what could be causing this problem? * The "Normals" have been recalculated. My another mods:http://steamcommunity.com/sharedfiles/filedetails/?id=463783585 -
Huge Global Market deficit in my [first] Electronics City.
iJeezus posted a topic in SimCity (2013) General Discussion
Hey Simtropolis! So, my Electronics city, my FIRST Electronics city, is in a huge deficit. My Electronics city was fine until I destroyed all my processor factories and imported them instead. I have at least 10 computer factories now and they sap out the processors super fast. Now I put a trade port with all 6 storage lots importing processors. After a few game hours I was shocked from how 12 million simoleons fell below 1 million simoleons. Please help me! Here's some pictures of Corona, my first Electronics city. (Sorry the quality is bad, when I take screenshots it doesn't show the UI and yes, I already unchecked the Hide UI in the Settings.) https://imgur.com/a/Pfajk#0- 5 Replies
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Hi, I have 2 new cities that will do a garbage deal but no power deal can be made. Both have the power lines going off the map to each other with the connector symbol. The exporter has 4 power plants (overkill) and practically zero need for power. The importer needs power badly, has tons of cash reserves, and I cannot ever get a power deal going! From Google searches, this seems to be a common issue. Any suggestions? Thanks folks.
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Hi everyone, So I was making my first mining city and after getting it up off the ground I was making some good money exporting alloy. You can see the trucks coming in form the highway to pick up the alloy and they always take 10 alloy and I get around 48k. I eventually upgraded to a trade port and added the rail expansion and I couldn't figure out what it did for me because the trucks would still come and take 10 alloy at a time and I'd get 48k. Eventually I saw a freight train show up when I happened to have 10 alloy on hand (The truck was in route but hadn't shown up yet) and I received 94k for the same 10 alloy. But the trucks from the highway still come and take 10 alloy for the 48k, and obviously I want to sell my alloy for 94k. Is there a way to stop the trucks coming to my trade port and just let my alloy get exported exclusively through rail? Sorry if that was confusing, but thanks in advance for the help!

