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City-building game(s)

Found 34 results

  1. Hello. I just want to know if SimCity 4 is capable of managing pictures of 512x512 or superior with material rendering, because the maximum that I seen in the original .dat is 256x256. I wan't to make lot of models in the same picture but I don't know if it will be crash if I do that.
  2. So, I haven't played in about 10 years. I re-installed the game about a month ago, which was an adventure in itself, with the windows 10 disc situation. I have spent over two weeks building my plugins folder, trying out different terrain mods and tree controllers. I've downloaded about 2gb worth of custom content, (half of that is dependencies). Many of the lots I got, I want to edit. The lots themselves and especially the properties, including cost, capacity, coverage, etc. I am pretty familiar with the Maxis Lot Editor and Plugin Manager, as I used to do a little custom editing to lots long ago. If I download a custom lot with a Lot, Model and Desc. file. I can easily do what I need to do in the aforementioned programs. Since my return, there have been many changes. Many new lots have a DAT file, which is new to me. There are new programs, namely the SC4PIM (or X-PIM) and Ilive's reader. These also are new to me and I'm struggling with them, even with the tutorials found here. I'm not very savvy when it comes to computers. I'd say on a scale of 1-10, I'm like a 4 or 5. But I can follow directions. I'm sure, given enough time, I'll get familiar with them. Let me try to get to my questions...The first thing I wanted to modify are the substations by Simmer2. These are beautiful lots and I'd like to use them, but I want to make some changes to suit my needs. First, I'd like to make the substations Waste to Energy Plants. This will eliminate the need for landfills and power plants all over my region. Secondly, I'd like to change the cost, power output, etc. But since these are DAT files. I can't do that with the programs I am used to. I may be able to do it in the reader program, but I am totally befuddled when I try to examine these there. So, I thought I'd just relot them since I have all the props I need. Also, these questions apply to other relots I plan to do, even if I do figure out how to do these particular lots in the reader. As I was searching the lot files here, I came across the BLaM Blank... I decided to give these a try, but I have run into what may or may not be a problem, and I was hoping to get some clarification. So, what I did in preparation to do the relots was I copied the blank. And I made three copies. Changing them to this... Changing the first part of the file name, but leaving the numbers as were. But when I open the PIM, it only shows one of these. The last one alphabetically. Which is Substation_3. I'd like to know why this is. I wasn't sure if I should change the numbers a little or get rid of them altogether. Would it matter if I named the file: DD_Substation_1.SC4Model? I'm not sure what the numbers mean or if I should even mess with them. If I leave these like this and I make say, 10 lots renaming them in like manner, will the last DESC file to load control all lots with that blank model? Another thing I notice here is the word "blank" appears under the column "Name". Is this what's going on here? If so, how do you change that? Anyways, these are the questions I have thus far. Any help with this would be greatly appreciated. Even more so if someone can walk me through making these changes in the reader program concerning these particular files.
  3. Hello to all BAT professionals. I need some help. My problem: Step One: render the object in GMAX Everything OK Step two: Creating a park lot Everything OK Step Three: LOT Editor rubbish I try and try but I can not find the mistake I make. Can someone give me a virtual flip on the back of my head and tell me what I'm doing wrong? I would be glad if someone would help me. Thanks and greetings from Hamburg , Wolf
  4. So im wanting to start to modeling buildings and texture them but i literally don't know what to use cause i think newer modeling programs can be used for sc4 and im assuming anything will work for texturing. What do i use to model or can i use modern modelling programs like blender. and what do i use to texture.
  5. Hi Simmers. I'm wondering if any of you have a brilliant solution for this little problem. I want to hide a road under the Reichstag ramp/driveway, so that cars can go up and park there and people can walk up there. The problem is that the road on the ground pulls the terrain up outside of the stones (which annoys me) and an "elevated" road deforms the terrain and adds fences that I dont want. Any suggestions? Maybe I'm just being dumb on this one but I thot I'd ask.
  6. Okay, I admit it. I haven't played SC4 or Skylines for months. I defected. I realized that players here are like artists. Through K6 I mainly got in trouble in art and music. I was a professional software engineer/manager. This is before the Web where art did not count; workflow counted; because my users were always captive. So, I have been playing Rome 1 (Darth Mod) and Shogun 2 (Darth Mod). There is something about conquest and destruction that reaches deep down inside of me. Yes, I know I am highly flawed. To the point: I watch TED lectures from time to time (while on the treadmill). I have seen quite a few on city design. But I look at both SC4 and Skylines and I see two products that make a tremendous amount of assumptions about what a city should be. Many of the ideas in these TED lectures like going anti-sprawl and highly compact multi-functional communities are in no way easy to model in these games. My point is they are beautiful artistic, but not really labs for experimentation in city design and impact on a host of factors. Maxis once produced a game called SimLife. I tried both the DOS and Windows versions a few years back. And it was little lab in genetics, selection pressures, and populations. I was just thinking how it would be quite cool if these games would allow the user to challenge the very notion of what a city is and explore and simulate.
  7. I am currently living in Taipei, Taiwan. I was driving around yesterday thinking about this place doesn't look like anyplace else ... meaning even in a flexible game it might not be easy to capture the feel of Taipei: (1) The lanes don't line up across intersections (and some cases the streets as well). (2) I learn from SC4 and CS that roundabouts (not common in the USA) are to keep traffic moving. There are many in Taiwan except that they all have traffic lights which seems to defeat the whole purpose. (3a) Multizoning. Like LD/MD residential with LD shops on 1F and 2F. (3b) Multizoning. Little farm patches simply stuck here and there. (I suppose a ploppable vegetable path would cover this.) (3c) Multizoning (underground). Huge underground shopping complexes at major subway junctions. (4) Roads within city limits which wind up mountains with slope and turn sharpness hard to reproduce in a game. (5) Motorcycles everwhere (yes, on side walks) (6) Tons of two way short residential blocks not wide enough for two ways; not gridded; often deadend (7) Large amount of vacant real estate not abandoned (Chinese invest in real estate like in The West people invest in financial markets)
  8. Hi Simtropolians, I'm building my home town, Berlin, with the help of your many mods and assets (I am using 70+ mods and 600+ assets). I started playing Cities:Skylines about 2 months ago and I'm enthused by the activity happening here and in the Steam Workshop. Thank you guys! I'm endeavoring to add some of my own custom assets to the Workshop, but I'm new to the entire process. I'm good at photoshop, but I suck at Blender! I booted blender for the first time last week, so I'm at the rough end of a steep learning curve. You guys have been very helpful to get me over a few stumbling points. Now I'm getting ready to publish a couple of items and I'd like to run them by you first. I'm trying to start simple, but even simple objectives seem to morph into week-long efforts. Please let me know how my work can be improved. I've got a Checkpoint Charlie cooking (check my screenshot stream on steam or on twitter, if you're interested), but let's start with the Rosinenbomber from the Deutsches Technikmuseum: I found a DC-3 model by Giovanni E and lifted it to the top of the stock library with some prop anarchy: I was happy to find a DC-3, but the model has some texture problems (the illumination map is always fully on) because it's an old model and was probably made before After Dark. In wanting to fix the lighting problem, I wound up re-texturing the entire model to specifically be the famous Berlin C-47 "Rosinenbomber," as well as adding some propellers. It's starting to look decent in-game, but I still have some shadowing issues that I'm working on around the windows. I'd like to improve the body texture so that it looks more silvery and less white in the sun (I'm using PhotoReal3 LUT and Daylight Classic mods). Here are my current diffuse and spec maps: How would I go about improving the look of the body surface? I'd like it to be more shiny and silvery. My next question is, what is a good approach to make the LOD model? Thx for looking & thx in advance for your suggestions. -Ami
  9. 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?
  10. Palacio Cristal Redone

    From the album Hall of Fame

    1st Place entry from Classic Model, New Lot (S3-18-C) Custom Content 56 Rep 26 Bonus Points 54 TOTAL Points Challenge Results Data | Leaderboard Rankings [Download Content] Original models by Ripptide.

    © 2016 nos.17

  11. SM2 Central Train Station

    From the album Hall of Fame

    2nd Place entry from Classic Model, New Lot (S3-18-C) Custom Content 34 Rep 15 Bonus Points 36 TOTAL Points Challenge Results Data | Leaderboard Rankings [Download Content] A while ago I made a promise to someone. The remake of a famous SC4 station originally designed with standard Maxis rails. I promised that I would re-do this wonderful station with RRW in mind and now it is a reality. With a few additions of course.

    © 2016 Simmer2

  12. KOSC SG Large Shopping Center Relot

    From the album Hall of Fame

    3rd Place entry from Classic Model, New Lot (S3-18-C) Custom Content 25 Rep 11 Bonus Points 25 TOTAL Points Challenge Results Data | Leaderboard Rankings [Download Content] A large Southern California styled strip mall for your shopping pleasure. Features plenty of roomy parking blocks so your Sims don't have to spend 20 years trying to back out of a parking space anymore.

    © 2016 kingofsimcity

  13. [VOTING] Classic Model, New Lot (S3-18-C)

    Voting Rules Votes may be cast by rating images inside the album. Each image represents the actual item of content. Although not required, we recommend trying each item of content before voting. For this, please see the download link in each description. You may rate all entries once at any rating value (1-5). All votes are anonymous. We encourage you not to rate your own entry. Try to vote on all other entries, as this will help ensure the results are evenly distributed. Suggested Voting Criteria Here are some ideas to help you evaluate each entry when voting: How well do the lotting techniques add detail to complement the chosen model? The extent that the added props/textures improve the overall aesthetics. The amount of detail in the lotting. Is empty space used effectively for the lot's purpose? Is the model visibly the centrepiece of the lot? The winners will be the top 3 ranked images after a 12 day voting period. Reputation prizes will be awarded based on the number of entries, and the overall average rating. See this topic for more info. As usual for this Custom Content challenge, rep prizes will be distributed slightly differently. The top 5 placed entries will earn reputation, along with points for the "Overall" and "Monthly & Custom Content" leaderboards. As this is a longer challenge, the amount of rep and points will be greater (depending on the number of entries). After the challenge has concluded and the winners announced, all submissions will be made available for the community to enjoy.
  14. Classic Model, New Lot (S3-18-C)

    Classic Model, New Lot Create a new Lot for a previously released BAT Season 3 - Challenge #18 - Custom Content (31 days) Results Announced Here! Thanks to @philforhockey51 for the challenge idea. Throughout the years of SC4 content, thousands of wide and wonderful BATs have made the light of day. On the various exchanges, they've come in all shapes and sizes, and continue to do so. Real world buildings and structures, or generic/fantasy variations. One thing in common with all, is that to be functional in the game, a model requires a lot. Whether growable or ploppable, it's the lot which lays the foundations and provides the canvas for accompanying details: A university with its grounds, a shopping centre with a car park, or an industrial unit with stock and supplies -- just to name a few. All these details serve to enhance the authenticity, and without them, the model can only stand alone. For this challenge, we'd like you to select any previously released model (BAT), and showcase it with a brand new lot. Sometimes a BAT can be technically brilliant, with the modelling, night lighting and textures, etc. However, the actual lot may not always live up to the same standard. That's where you come in! Perhaps you feel you could add additional details or refinements, bringing it more to life. Today with new props & textures, along with knowledge gained through the community, there may be a wider range of options available to achieve the desired result. Of course, the obvious tool of choice would be the Lot Editor by Maxis. However, an alternative would be to use the PIM-X, which includes its own advanced editor for creating lots. This can be downloaded from the LEX, and there's also a user guide linked in the description. As usual with a lotting challenge, the choice is yours. There are numerous ways to go about it, and it's really what you feel most comfortable with using. Once completed, a screenshot should be taken showing the Lot built in the game. Daytime is preferable for this, unless your Lot contains dominant night lighting effects that you'd like to present. Please Note: As per site policy on sharing content, the actual upload containing the model must be linked as a dependency, not bundled with your submission! Specifications The Lot can be of any type, size or style (even different than what the model was originally intended for). The chosen model is the centrepiece of the Lot. Dependencies (props / textures) are highly recommended to enhance the detail. Any number of dependencies can be used, which are available to download from a public exchange (e.g. STEX, LEX). This is a Custom Content challenge running for 31 days. Requirements To qualify for entry, please ensure your entry complies with the following requirements: This challenge is only open to SimCity 4 Deluxe / Rush Hour. Your submitted Lot must be an original piece of content (created by yourself), and not previously released on the STEX or other public exchange. The Lot visibly incorporates at least one rendered model (BAT), which as of 1st November 2016, is available to download on the STEX or other public exchange. The chosen model is linked in the description as a dependency. Only a single, standalone Lot is submitted. The Lot is created using the Lot Editor or SC4 PIM (X-Tool). The Lot functions in game (i.e. it works!) Leaderboard Rankings A new leaderboard system is currently running for this season. This has been designed to incorporate all challenges, linking with each set of results. Each place in a challenge has points on offer -- the higher you finish, the more points you gain. Then at the end of the season, prizes will be given out to the top 10 in the final standings, with the winner being crowned the Grand Champion! This Custom Content challenge is eligible for the "Overall" and "Monthly & Custom Content" leaderboards. Full details and the current standings can be viewed in the following topic: The winners will be the top 3 ranked images. Reputation prizes will be awarded based on the number of entries, and the overall average rating. See this topic for more info. As usual for this Custom Content challenge, rep prizes will be distributed slightly differently. The top 5 placed entries will earn reputation, along with points for the "Overall" and "Monthly & Custom Content" leaderboards. As this is a longer challenge, the amount of rep and points will be greater (depending on the number of entries). After the challenge has concluded and the winners announced, all submissions will be made available for the community to enjoy. Please post below if you have any questions. Should be an interesting challenge, good luck to those who give this a go!
  15. Model Texture

    Hello guys, This is me again I was looking at some community work to understand better how to create good textures for my lots ... then I saw the lot below and wondered how and which technique was used to create that roof texture. The roof texture really looks like the real one. I wonder if a picture of the real roof was used somehow to create the model texture. Can anyone tell?
  16. BATs by afagund

    Hello everyone, So I decide to learn a little bit about texturing. I am posting here my first work on that and would like to hear from you guys some suggestions.
  17. Version 1.0.0


    This is a set of power pole models that will be used in Texas Steel-V Tower and Wood H-Frame power line set releases. A variety of rotations are included, and there are also numerous different types of models included for dead-ends and angles. Some of them are flat on the ground for construction. There are also banners with triangular plastic flags that are sometimes used to mark rights of way prior to construction but they can be used just to get attention, too. In addition, there are supplemental poles that can be used alone or to enhance the appearance of the Wood H-Frame poles, since these types of models don’t always show up well at more distant zooms. This is itself a dependency pack and needs no dependencies.
  18. I was making an industrial area in another city for my sims in a neighboring city in order to create jobs. while eyecandying it, THIS happened. it has no lot, i've tried altering the terrain, placing pedmalls under the entire model area and attempting to bulldoze, i need help with this, any ideas? please ignore the fifteen duplicate pictures that happened for no reason.
  19. Version 1.0.0


    Though you wouldn't normally notice it but at least the Maxis monorail models have some UV map (= texture positioning) problems. Just take a look at the orange rings in the picture to see what this actually means: This wouldn't be a problem for the average user but since I plan to create some monorail liveries that depend upon a good UV map I had to fix this before I upload any more stuff regarding the default monorail and its skins. Because the UV map depends upon the actual 3D model, this will conflict with any monorail model-related mods. The single DAT file contains just the S3D files for the engine and the passenger part though, so texture mods are fine (which is the actual purpose). So, if you enjoy a clean texture positioning, you downloaded some of my work for the monorail liveries (like my first monorail color pack) or just noticed this and you want it to stop, I recommend you to download this.
  20. Anyone can explain me why happens this to my model?
  21. Hi I've been trying to import a model from blender into Cities:Skylines using my model in an fbx format. However, when I open my building in the asset editor, I ran into several problems. These were: 1. I had this error pop-up: GetColors(): format not supported [System.NotImplementedException] Details: No details System.NotImplementedException: GetColors(): format not supported at (wrapper managed-to-native) ColossalFramework.Importers.Image:GetColors (int,int) at ColossalFramework.Importers.Image.GetColors () [0x00000] in <filename unknown>:0 at AssetImporterTextureLoader.BuildTexture (ColossalFramework.Importers.Image[] sources, ResultType type, Int32 width, Int32 height, Boolean nullAllowed) [0x00000] in <filename unknown>:0 at AssetImporterTextureLoader+<LoadTextures>c__AnonStoreyBF.<>m__30 () [0x00000] in <filename unknown>:0 2. After dismissing the error, the preview window only shows the bottom of my building, with no textures 3. After trying to continue anyways, the same bottom part of my building loads into the asset editor humongously large, still with no texture. I'm not sure what I'm doing wrong and I can't find any similar problems anywhere. Anyone knows how to fix this? Thanks in advance. PS: I'm very new to modding so I might just be doing some silly mistake, pls don't judge EDIT: I changed the texture from PNG to JPG and it "sort of" loads in. All other problems still remain unsolved.
  22. I've finally gotten around to just now updating my assets for the After Dark expansion, so if this has been covered in a previous thread I apologize. I'm getting some weird artifacts around the illuminated portions of my models when I try to import them. Here is a screenshot of the sign on my movie theater showing what I mean: And here are the diffusion, specular, and illumination maps I used for the model. Also, the windows should be illuminated as well, but they don't seem to be working either. Diffuse Specular Illumination
  23. Note: I'm using Blender 2.73 because the FBX import is broken in newer versions. Make sure that you use the same version! Right now I'm experimenting with the game engine to create realistic tree assets (with working shadows). Today I experimented with normal maps for trees and bushes. It turned out that the technique I used is also great for rocks. The idea: Create a low-poly model and use the normal map to add more details. The normal map affects how shadows are rendered, which creates the effect of extra geometry. You can also smooth the shadows so that you you don't see the single triangles (e.g. you can create a icosahedron that is shaded like a sphere). Here is the result of my experiment: When you zoom in very close, you can see the actual triangles (160 in total): To create these complex normal maps, you have to create a high poly model of the asset. The good thing: We can use a modifier to create a low-poly model automatically. I will not explain in detail how to model a bush or a rock. This is how I did it: Create a new "Ico Sphere" with 5 or 6 subdivisions. Then use the proportional editing tool with different radii to deform the sphere. Then use the "Displace" modifier with a generated "Clouds" texture to create a rough surface. Apply the modifier. You can also do it multiple times with different Cloud sizes. In the last step, make the shading of the faces smooth (select all triangles, click marked smooth button in Shading Tab). Here is my high-poly model (19k triangles): When you are happy with your model, go into object mode and duplicate it with SHIFT + D, then press ESC to keep the duplicate in the same position. You can rename the duplicate to "low-poly" if you want. then hide the original high-poly model (click on the open eye in the outline on the right). Apply the "Decimate" modifier to the duplicate. This will reduce the poly count. Move the ratio slider until you reached a decent poly count: Then select all triangles in edit mode and set the Face shading to "Flat". Update: Actually it is better to set the shading to smooth This is my low-poly model: Go to edit mode. Set some seams in the bottom of your asset (Select Edges in Edge Select Mode, then click the "Mark Seam" button). This will help the unwrapper to unwrap the sphere: Select all triangles. Now unwrap the low-poly model (Press U, then "Unwrap"). If the triangles in the middle are too small, enable proportional editing and scale them up a little bit: I used a very simple green diffuse texture. You can also use a rock texture, or leaves with transparency. Now everything is ready for normal map baking! Make the high-poly model visible again. Both models should be in the same place. First of all, create a new texture blank in the uv/image editor. Name it "normal". Go to object mode and select the high-poly model. Then select the low-poly model while pressing SHIFT. The detailed model will have a red outline (selected), the low-poly model an orange outline (active). Make sure that the empty texture is selected (=displayed) in the image editor. Now find the "Bake" section in the properties panel on the right. Select "Normals" bake mode and enable "Selected To Active". Then press "Bake". Blender will render a normal map on the empty texture. It takes some time. Little Side Note: With the Baking tool you can also do other interesting stuff: Add ambient occlusion to your models, automatically bake LOD diffuse textures etc. You can also use it to bake textures and shadows from extremely high-detailed building model to a model with reduced poly count (detailed game model). Save the generated texture as png. Mine looks like this: Also save the model you created in the Skylines Import directory. Export only the low-poly model (select only the low-poly object if you are using my export settings). Also put the diffuse texture into the Import directory. Here are the correct .fbx export settings: Now we have to solve one last problem: The normal map generated by Blender is different than the one needed by the game. We have to invert the red channel. Import the texture in GIMP. Create a new empty layer and place it behind the texture. Fill it with the color #8080ff (neutral normal color). Now select only the red channel in the Channels window of gimp. Then select the layer of the generated normal map and use "Colors" > "Invert". It should only invert the red channel. Then save the normal map in the import directory. My final normal map: Now import your asset. Done!
  24. i created this need jet model yesterday. it's my first model that i created for cities skylines. the model shows fine in the asset editor, but when it spawns in game the model looks like this. i don't understand what i'm getting wrong. to add on to it the rear right wheel orbits around the aircraft leg while the other wheels are stationary. here a screen shot of the files i used to import. i have no ideal what i did wrong. please help me if you can.
  25. The title is pretty self explanatory. In case this video has already been posted on the forum, please, remove this post. https://www.youtube.com/watch?v=M4Gz1tgW61o

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By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

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