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City-building game(s)

Found 9 results

  1. Hi! I’m a beginner in CS modding (I’ve only made a few random things such as maps or added trees to a road, you can take a look here if you want, but I don’t expect anyone to be impressed ), I want to slowly learn 3D modelling and I’d like to start with importing ferns I made for a different game (The Sims 2). I have experience at texturing (however for all I’ve seen so far I’ll have to do more than just the main texture and normal map) as that is the main thing I did for TS2 in the past, but I haven’t done much modelling so I’m still in the beginning stage. Is there any tutorial that would explain step by step how to import a model from Blender to the game? For texturing I found this (I haven’t read it yet, only looked briefly and it looks like the right tutorial for that), but the only thing about importing a model from Blender is this, but it just tells me that it’s unavailable (I guess I can’t view it in my country). My most preferred form would be a classic tutorial, not a video, but anything that will open for me will be fine. Also, do I need to do anything special to make my plants move with wind like the vanilla plants, or does it just happen automatically? If you’re curious about the ferns, here they are:
  2. I would like to have some cats in my city but can't seem to find many cat stuff in the Workshop. Dazflint made this Kitties Skylines collection awhile back but the assets don't seem to work anymore. The cats (prop and tree) turn out black with no texture whatsoever when I plop them on my map. If someone could make some cat stuff for the community, that would be so awesome. I can't wait to paint my city with a Cat Brush. Thank you!
  3. Hello everyone, thought I'd start a thread on my own so I can get some feedback and tips from the community. I've never used PS or modelling programs before so it's been a rough week but I'm enjoying it very much. I settled on Sketchup for modelling and 3ds Max for textures. Maybe some of you will hate that but SU is just too comfortable, fun and easy to use compared to the other stuff I tried although it does have several flaws, but I won't get into those. I got a lot of help from Ronyx69 so a big thanks to him first most. I've written everything down and am now able to produce assets, slowly mind you but something that works does come out in the end (can't make any promises about it's beauty but you gotta love your children ) I can start to experiment and learn about more functions and other methods if you recommend them so I'll be posting things here as I make them to get your feedback. Hopefully with your help I can become better and maybe start making some things that are worth publishing. If you also model in sketchup your knowledge and tips and triply worthy so please bestow upon me thy knowledge I've put a stop to Columbine, it's gone forever but it has taught me a lot about what I like and want to do and it's just not that. I thought the workshop could use some more rural and low/mid density buildings so I set out on this path with that in mind but everything isn't set in stone. I have an interest in making some Balkan and Mediterranean assets as I felt that most European buildings on the workshop are very German, big dark buildings which you don't really see that much along the Mediterranean. I wanted to make some buildings that represent those found around Albania, Bosnia, Greece, Bulgaria, Turkey and maybe I could go into North Africa & Spain later. I'm starting to make some small rural buildings but hopefully will get into 4-5 story apartments and more unique buildings like mosques, churches and bridges in the future but I'm not even going to think about those until I have 20 assets or so made and finalized. So that's just my vision, it may or may not go that far and all depends on how things go as I'm still a total noob. Here's the first building I made. It's a.. thing to learn how to model and texture. It's technically the second but we don't talk about "Project Alpha" 200 tris 512x256 tex And here's the second one 452 tris, 512x512 tex, added color variations on the stucco wall. I'm just experimenting with different things to see how they go and how necessary each detail is. I think I need to get better at textures for now I'm just using them as is with minor changes for objects such as stamping to remove things and outlining parts, very simple stuff. A "stylized while still realistic" theme may fit better than just using these textures outright and I hope I can make something like that in the future. It would also make things a bit more crisp, I feel these might lose detail as they get bigger. I think I will try to make one with windows on the texture as I'm losing tris for nothing for these. It's probably fine for small things but I need to know how to do it when I make bigger stuff. That will be after a while though since I modeled a couple more already.
  4. Hiya! I made a model of Albi's Sainte Cécile cathedral in the south of France in Blender, then tried to make the texture for it. The texture didn't work out but I didn't look into it as much because I had another problem: the model, once imported into the asset editor, was all squashed. I tried reducing the size of it but it still got squashed. And now when I try to select it in the asset editor, it crashes the game. I'm not sure why this is happening, and I'd appreciate any help on this topic! This is my model (I kept it simple) :
  5. I finally found some time to start working on some assets, im still learning stuff but i think i can start making models for this awesome game 1x4 House
  6. Hello, like i said i'm new to all this modelling thing and i wanna know why 3ds max is dividing my polygons into small little triangles, like this : Thanks in advance
  7. Hello folks! I have decided to advance into the unknown lands of asset creation, and everything has gone very well so far. But now I'm stuck when it comes to UV mapping. As I said in the title I'm using 3Ds Max. I've mapped the model, created a texture and even got to the point where the model shows in the viewports with the textures applied. And that's what the problem is, the program seems to be acting completely backwards when it comes to mapping (or I am :P). I've watched some videos that show the exact procedure I have to follow to create a diffuse map in Max and import the models to CSL, which is the following: Starting Point: I have a model that has all parts collapsed into a single mesh. 1. Select the model and apply the "Unwrap UVW" Modifier. 2. Pick the "Unwrap UVW" sub-option "Polygon" and open the UV Editor 3. Pick "Mapping">"Flatten Mapping" and map the model parts to where they are supposed to be on the texture (I set the texture I had already done to be the background). 4. Close the UV Editor and choose "Render">"Render to Texture", configure the settings and render the texture to where the model file is saved. 5. This is where it never does what I expect it to do. In the 2 videos I watched you would now edit the texture you just output to how it's supposed to be in the end (in my case I just put the texture I prepared before over the one I got from rendering and overwrite the file). Then, in the videos, once you went back to your Max window the texture would be applied to the model with the changes you just made to the texture. For me that simply doesn't happen, and I have no idea why. I've tried it forwards and backwards, upside down, nothing happens. One time I got an error message saying a file was missing. That missing file was the exact same texture I just rendered to a folder. I then chose the option in the error window to browse for the image manually, did so and I think that was when I got my texture model to show up in Max. However, I tried to reproduce that from an older save but I couldn't. 6. After I got the textured model I proceded as the videos showed by going to "Utilities">"More">"UVW Remove" and clicking "Remove Materials". 7. Now I went ahead and tried to import the model into CSL. I loaded my model (with the texture .png file named like the model file with a "_d" attached to it and located in the "import" folder along with the .fbx file) in the asset editor and it shows up - not just without textures, the rotation being wrong (model on its side) and the overall scale being 10 times too small, but also strangely stretched out along the z axis, approximately factor 1.5 I'd say. Which is very odd because all the untextured models I imported before for testing purposes had the rotation-axis-thing and the general out-of-scale problem, but the proportions were right and I could easily fix both issues. It looked exactly as I wanted it, just without textures. Here are two screenshots I took. The first one is how my model appears in Max, in the second one you can see how weirdly it's squished in the asset editor. The third one is the texture map I use, 512x512, nothing special. Don't judge the textures, I know they still need some work! I don't know what's wrong and if it's my own fault, but I spent the whole day looking for solutions and can't find any. I'd really appreciate advice from someone who maybe knows a bit more about 3Ds Max than I do! Also feel free to tell me if you have any tips or comments on how I do things and how it could be done better
  8. After using all those gorgeous assets in my cities for almost a year now I'm tempted to enter the asset fabrication world. Background for this is the serious lack of roadside motels in the workshop. I really miss them for my Red Rock environment. Now - I started to read tutorials, MrMaison's list of software and more - but my problem to simply start is the following: I use AutoCad and PhotoShop professionally. I'm quick and skilled with those programs. So it would be easiest to model in AutoCad, producing a .dwg or .dxf and export it to blender or similar to work on the polygons and texturing. Is anybody out there who has experience with this kind of transformation? My first attempt of a (hopefully) series of motels would be something like this: Let's see how far we get with this project...
  9. Thought we can use a list of the most accessible 3D software and resources for our modding and custom content needs. If anyone knows any more resources feel free to share here. I will start with this short list. 3D Software: Blender 3D- for everyone. http://www.blender.org/ Blender training course http://gryllus.net/Blender/3D.html Sketchup Make- for everyone http://www.sketchup.com/download/all Sculptris- for everyone http://pixologic.com/sculptris/ If you are a student, teacher or mentor, this is an opportunity to use Maya free of charge for 3 years. Who knows what will happen in that time the way CG software is being "freed" nowadays. http://www.autodesk.com/education/free-software/maya I believe there's more but can't think of them right now. Texture Resources: I chose the texture sites that have more architecture content as we will be using these types of textures for buildings. http://www.cgtextures.com/ http://www.swtexture.com/ http://blender-archi.tuxfamily.org/Textures http://architextur.es/ http://www.lughertexture.com/ maxTextures Texturelib Nobiax on deviantart (textures including normal and specular maps, some 3d models) AGF81 on deviantart (textures, some normal and specular maps) Thanks Avanya. Decided to add your list in the first post for better exposure. Tools: ShaderMap 4 Now available free for non commercial use. https://shadermap.com/home/ Autodesk FBX Converter. This can convert various 3D formats to ASCII and Binary FBX. Also convert from either type of FBX file to the other. http://www.autodesk.com/products/fbx/overview Cities Skylines Tools. This is a Sketchup plugin that exports your model straight to the import folder from Sketchup. No more needing to export to another 3D program. It also comes with customizable grid options for both ground and height. http://extensions.sketchup.com/en/content/cities-skylines-tools OBJ Exporter for those using Sketchup Make http://sketchucation.com/forums/viewtopic.php?t=33448 Cleanup, another good Sketchup tool https://extensions.sketchup.com/en/content/cleanup%C2%B3 Thanks Darf! GIMP is a free alternative to Photoshop http://www.gimp.org/ Krita is a cool digital paint program also https://krita.org/ NVidia Texture Tools for Photo Shop for normal maps, texture compression, mip map generation and cube map formatting. https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop Thanks Darf! Thought I would also include Unity since it's the engine of this game. I don't know how it would be useful or if it would give any advantage as I never got into it yet. But I imagine it would shed some light into why some things in the game are the way they are. http://unity3d.com/get-unity Unity Tutorials http://unity3d.com/learn/tutorials Thanks OwiHH! Hope some of you find these useful

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