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Found 19 results

  1. Good Morning. I use sketchup to realize building and i use B.A.T Tool to add light and export into game I ask if there is someone that use Sketchup, i would like to add sky reflection in my building and in Bat tool, how i can add light on the windows in real effect as skyscraper I've downloaded the ndex night map for the moment Thank you so much
  2. I'm working on my first BAT and I'd like to pick everyone's brains. I'm really in the thick of it here and have a lot of questions that I haven't figured out on my own. This is an overhanging 1x2 left corner lot. I angled it to fit against FAR--2 networks. Can I improve on anything based on the screengrab? How do I go about texturing the windows in Sketchup? (or in general?) How far offset do I have to center the project to achieve the overhang, and... What is the process to convert the model to a prop to be used as an overhanging building? Does anyone know a way to convert .skp files to .3ds, outside of sketchup? I'm using a free version and don't have access to pro. Am I completely out of my depth considering this is my first project?? If you can answer any combination of these questions please let me know! I'm grateful for the support on this site and eager to build lol.
  3. I'm trying to flatten a model's uv map before i render it to texture in 3dsmax. When i flatten it the faces are butchered into so many tiny pieces instead of being properly layered though that it ruins the model. This is what happens to the faces after i flatten them: Vs what's seen in a tutorial: And this is what the diffuse render looks like after i'm done: I should add the model im doing uses over 20 separate but small textures in sketchup and the model it's self is already bombed and only has one layer. Is it maybe my model has too many faces? Also this is the tutorial i'm following:
  4. Whenever i import my sketchup model into 3dsmax i keep getting issues with some textures missing or misplaced, which is weird since the very same texture appears in some parts of the model but not others. Also whenever i switch from "Realistic" view to "Shaded" in 3dsmax theres rendering issues like parts of the building being transparent. I've tried alot of different things like instead exporting the sketchup file to .OBJ or FBX but the same issues keep happening. In sketchup: In 3dsmax: The transparency issue:
  5. Why You Shouldn't Use This Tutorial: A Preface [Important, please read!] This tutorial does not necessarily create the highest-quality assets for the workshop. I'd encourage not publishing things made here. That being said, I still use this tutorial for things I use privately. Therefore, I have compiled a list of reasons when not to use this tutorial: 1. When you plan on releasing a finished asset to the workshop. This method creates unacceptable texture sizes; workshop assets with higher than 2k textures tend to use a ridiculous amount of ram. 2. When you have more than 15-20k vertices in your model. Frankly, you shouldn't be making any models with this many vertices unless you know what you're doing. 3. When you are making anything other than a building. This method just doesn't work with roads and never will. Please use Blender or 3DS Max, two mainstream modeling softwares, for any professional asset creation. You could even use Sketchup, but UV map in Blender or 3DS. It's not really as hard as it looks. If you're still here, let's begin. Prerequisites Sketchup 2018 or less Blender Cities: Skylines Texture Atlas for Blender. It comes default with Blender; it just needs to be turned on. See the link directly below this ↓ (at least on my computer screen) to learn how to install extensions. SCSH. <-- I made this. It's a Blender extension. Don't know how to install Blender extensions? Look no further than this StackOverflow answer A model you made in Sketchup. Quirks You have to have every visible face textured or the face will be deleted by the script. Solid colors don't play nice with texture baking since they don't contain textures. This is subject to change in a future release so stay tuned. I too want to export solid faces. Any face that you want to be visible must be front-facing (not dark greyish-blue with the default SketchUp material). It won't show up even if the backface texture somehow does miraculously get baked. Smaller objects and buildings will look nicer than larger objects and buildings. That's what's going to happen for everything you make regardless of whether you make it in Sketchup or not. I might have lied about it being four clicks to convert. It's more like seven to ten-ish. That's a lot more clicks, ohmygoshimgoingtodie The Actual Tutorial Step 1: Export your model from Sketchup. I'll be using the .dae format as I am poor and I can't afford Sketchup Pro. Make sure you triangulate all faces and export texture maps in the options menu. Do not use any other options as they can range from unnecessary to destructive. Edit: Make sure everything is exploded before you export. If you don't know what that means then you don't need to worry about it. Step 2: Go to the Scene tab in the parameters menu on the far right. It looks like two primitives and a sun. Go to the bottom and hit "Blank Canvas". It's labelled with a big X. (Or you could hit A-A-X-D really fast, but this isn't a Blender tutorial. Do whatever is comfortable for you.) Import your .dae and hit "Quick Convert" in the panel on the right. It has a star next to it, you can't miss it. Make coffee or do something else while my plugin: creates a big texture atlas using the texture atlas plugin (less than 1 second) uv unwraps your model into the atlas using blender's builtin uv unwrapping algorithm (less than 3 seconds) marks the initial uv map of each mesh as renderable while selecting the new map for the upcoming texture bake (less than 10 seconds) bakes the texture to a 16384x16384 image for maximum resolution (feels like actually forever and felt even longer in testing, but it's only about 3-5 minutes for most) joins all the meshes together (less than 1 second) Step 3: Once the process finishes (again, it will take some time so don't freak out), export your model as a .dae. Make sure your Texture Mode is set to "UV Textures". Step 4: You should be now left with an Import directory with your model and a near-200MB texture named TextureAtlas.png. Now for the love of all that is holy in the world open that bloated texture up in your favorite image manipulation program and scale it down to an acceptable resolution. 2048x2048 (2K) is pretty much going to be acceptable in most cases. The largest size you should try to get away with is about 1MB. Rename the texture to [whatever you named your sketchup model]_d.png and you're done. Import it to C:SL just like any other model, and make sure to scale it up by 2.54. Eh, I've made better. There are a few underlying issues with this model (incorrectly oriented faces causing incorrect textures to be displayed on the stairs and metro sign, MoM trench tracks not working how I thought they did, etc, but this model serves its purpose as a demonstration. Why don't I just render to 4096x4096 in the first place to skip the fourth step? I tested it and I felt that while it took significantly longer to render in 16384x16384, I tended to get better results if I rendered to the full resolution and scaled down later. If someone wants to give a technical explanation I'm all ears. At this point, I assume that Blender's raytracing algorithm will create less detailed results to begin with than the downscaling method used in GIMP or Photoshop. If you would rather use an initial texture size of 4096x4096 and skip this step, use Manual mode (sequentially click each button, and between "Create Atlas; Add All" and "Auto Unwrap to Atlas" go down to the Render tab and scroll to the bottom and change the resolution to whatever you want. Eventually that will be a GUI in my extension; I'm just too lazy to make it right now. How can this method be improved? There are a few things that I'd like to change in the future of the Blender extension especially. In the future, I'd like to be able to bake solid colored faces but that would require a rewrite of a significant portion of the script. I want to be able to generate LODs. At this point, you have to simply repeat the process with a LOD model entirely. Since this is exactly what you have to do when you make 3D models in any other modeling software, I'm more or less fine with the work. I do find that the game-generated LODs are more or less fine for my city, which is why I typically don't make them for personal models like the metro station viewable above. It would be really cool if I could make this into a Sketchup extension. However, learning the ins and outs of texture baking and atlas creation was not really on my list of todos for this semester, especially since I already have college classes to think about and other C:SL-related projects to tackle. I still plan to finish my script that unsubscribes from unused assets and make it understand packs. I still plan to do some simple modding eventually. I'd also love to implement a better UV unwrapping algorithm, as the most important thing here is that the materials are preserved with their correct scaling and not that each face gets its own distinct texture. This would allow for much smaller resolution textures (smaller file sizes) without decreasing texture fidelity. Or, on the other side, similar resolution textures with heightened texture fidelity. Q&A Q: Can I use models from the Sketchup 3D Warehouse? A: For personal use (not for publishing to the steam workshop), always yes. If you plan to publish the asset to the Steam Workshop, please get the permission of the original author first. Q: I'm getting weird black lines on the model in Cities: Skylines. A: The best way I've personally found to get rid of the black lines is to manually subdivide large faces in Sketchup. That way the face can be broken up into different areas of the UV map when the model is imported to Blender. Or you could open up the diffuse texture in your favorite image manipulation program, select by color (choosing black) and delete those pixels, causing transparent areas where the black areas used to be. Then duplicate the layer, select the one underneath the texture, and blur it. This works... sometimes. It should look like this: Q: How do I get textures for solid faces? A: You can use "unique textures" in Sketchup, or you could search online for a solid color texture and make a new texture. This, again, is a limitation that I hope to remove in the future. Q: I don't have my texture in the Import folder after I export? A: Look at the GIF in Step 3 and make sure you're exporting as a .dae. Q: My texture won't load in the game? A: Your texture is most likely not named correctly. Make sure it is marked as a diffuse map for that model by giving it the same name as the model with the suffix _d. It may also be too big. 200 MB is completely unacceptable as a texture size unless you're making something absolutely massive. It may also not be in a power of 2. Acceptable texture dimensions are mixed-and-matched from this list: 256, 512, 1024, 2048, 4096. Q: My model is way too big in tris but it shouldn't be? A: Go into Edit Mode in Blender, select the entire model, and hit Remove Doubles. You can search for it in the Space menu if you don't know where to find the button. If your faces are incorreclty oriented in Sketchup you'll end up with a garbled mess which is why I didn't automate that portion. Q: How can I manually UV map since 4K res is too big? A: Use manual mode (sequentially click the bottom buttons) and skip "Auto Unwrap to Atlas" and instead substitute manual UV mapping (if you so chose to torture yourself like that). It's not fun to manually unwrap Sketchup models in Blender, so you're kinda better off starting off in Blender to begin with and modeling the whole thing there. Q: My textures are still low res? A: You'll definitely not want super long faces. That doesn't play well with Blender's UV unwrapping algorithm (for obvious reasons?). Manually subdivide those faces in Sketchup or manually UV map in Blender. If you have an absolutely MASSIVE model then you might not want 4K textures, but to be quite honest that's all you really should be using, so... All right, hopefully that covers everything. This is my first time making my own post on Simtropolis instead of commenting on someone else's, so I hope everything here is correctly formatted and factual. Also, hopefully this tutorial will help people other than just me If you have any questions or tips or comments I'm all ears. I consider myself to be ridiculously lazy so it is in my best interest to implement anything possible to save myself and other people time and most importantly effort.
  6. hola amigos, tengo un problema, sou un modelador novato, (muy novato), hace unos dias se me ocurrio empezar a modelar un estadio que hay en mi ciudad para ponerlo en el SimCity y todo estaba bien, logre exportarlo del sketchup al BAT, pero a la hora de renderizarlo y exportatlo para poder ser usado en el juego el BAT me salio con un error codigo 6, no se que hacer, no se si el problema es mi computadora o el modelo o ambos, quisiera que me ayudaran a solucionarlo o podria yo enviar el modelo sketchup a alguien del grupo para que el pueda terminar de renderizarlo y enchufarlo al SimCity. Mi computadora es de muy bajas especificaciones y bueno hago lo que puedo con lo poco que tengo, gracias, aqui hay algunas imagenes.
  7. Hi all, I have made a model in SketchUp ,see image, and I want make the UV map in 3ds Max. Importing the model from SketchUp to 3ds Max goes normal (saved the model as sketchup version 8 and used the import function in 3ds). When i open de uvw unwrap modifer and use the option flatten mapping it appears that the model has a lot of flat polygons, see image. Any idea what caused this or is this normal?
  8. Hello friends, i need your help with this project. I made a 3d model in seketchup, i export the model in 3Ds, but when importing the model in Gmax BAT i throw error and it closes. please help me. Could pass the project to an expert modeler to help me export to Gmax. The Pc that i use for my projects does not have the necessary requierements to finish this big ptoject. (1gb Ram) HELP Please and thanks
  9. EJH Creations

    Hi guys, it's me ... I decided to open this new topic to show my work in the Bat's by Sketchup. I know there are some who oppose the use of this program, like some who criticized my first rookie job. that's why, after a few of tutorials and practices, I think I have what it takes to take this project ... I hope your support and patience ... regards I want to give special and applause to: *Diego Del Llano *Jasoncw Thanks guys, without you, I would not have made it PD( Sorry for my English. I'm Chilean)
  10. Excuse the sardonic title. My goal is to be able to take a city block I've made in SC4, recreate it in Sketchup, then retexture it myself. I could just do this using Sketchup's downloadable models, but since SC4's divided into a grid of 56-foot tiles, it makes an excellent layout tool. So, whether it's Maxis's buildings or custom ones, I'm just looking for 3d models that fit the game's proportions. I can use substitutes to fill in any gaps. However, I have no idea if it's even possible to view the game's original 3d assets, and even more vexing, it seems all the 3d files on the exchange are .max. I've never had an .edu email and I'm not a professional CG artist, so I'll pass on the $3,700 program. So, in short, is there any way to find any in-game buildings as 3DS's, OBJ's, or any format readable by any non-Autodesk program? Or is there any way to download files I could open in BAT itself, so I can at least get their proportions and rebuild them quicker? Thanks, everyone.
  11. MGM Tower (Constellation Place)

    Version 1.0

    1,858 Downloads

    The MGM Tower (Constellation Place), is a tower of 35 floors, located in Century City, Los Angeles, CA. Built in 2003, for years it served as headquarters of the Golden Metro (MGM) until 2011, currently is home to Houlihan Lokey, ICM Partners and International Lease Finance Corporation (ILFC). About the Model: My first BAT and belongs to a Sketchup model, with its minor modifications. * Does not count on night light. *Monument * Photo faces I hope you like my first model, it is a bit bago but I hope to improve, I would like your criticism and observations, agradesco to "Diego del Llano" for its tips. Greetings and enjoy. Model sourced from the 3D Warehouse, created by Google Geo Models.
  12. bapqapmoc's BATs

    Hello! I have been working on a model of the One New York Plaza on Sketchup. This is my first 3d model and it's been fun doing it. I was surprised by how easy it was to learn the basic functions on Sketchup. Except for the first floor surrounding area, in which I made some changes, the rest of it is pretty close to the real building. Here are some pictures: I never used 3DS before, so, for me, applying textures with Sketchup would be easier. I exported the model to 3DS 2015, with BAT4Max v.5 installed, but haven't been able to use the Preview tool. It just crashes midway the rendering and a "Unknown system exception" box appears. The images above are from the regular 3DS rendering. Being new to all this, I'm open to advice. Hope you guys like what I've done so far.
  13. EJH BAT In SketchUp

    Hello guys !, Alfin decided commitment to put the Bat. I decided to do with SketchUp because I find it easier to work .... etc .... First of all sorry my English, as many know'm from Chile and English gives me bad. Anyway, I bring the first project that has really gotten me .... Shosen Book Tower in Akihabara, Tokyo ... As I'm starting so would appreciate the help, Greetings
  14. hello, ive been working with google sketchup for a very good time now. i use it for everything in my models. ive recently uploaded a couple lots ive made and ive got some helpful reviews saying i should post here for thoughts or info on making the lots more realistic. I think one problem i have in using sketchup is when i used textures, they render much brighter in the BAT then they should be. I try to adjust knowing this and its getting better. But other then that, what are your thought on my 2 lots ive uploaded? Please give me some advise or ideas. im new to uploading lots and they do not have nightlights cause i havent figured out how to add them successfully. ive search the omnibus but i have about 0 know how in the bat and gmax besides rendering the models for the game. Thats about all i do in gmax BAT. So any links to nightlighting tutorials for unknowledged gmaxers would be helpful. The links to download or view my lots : https://community.simtropolis.com/profile/194854-adambailey39/content/?type=downloads_file Also i must say that i have alot of other models made in sketchup that i havent uploaded to here because i want them to be alot more detailed and realistic.
  15. Diego Del Llano Models

    Hello everybody, as you know I'm starting to upload Files with a regular quality, I'd like to find recomendations how to make better models. First I model with Sketchup and then render with Gmax BAT tool. and where do you download nice textures?, with software do use to model? What machine do you use to render? Sorry about my English, spanish is my first language, but I'll do my best to understand everything Thank you!
  16. I've created a great boxing arena and boxing hall of fame building attached. I'vebeen building this in sketchup 8 pro. I export it as 3D and open it in SC4BAT. And then.. Some or all of the walls or roof or seating area which is up then over then up then over are all white instead of the color or texture Iapplied to it in ssketch up. Then when i render.. All of the surfaces that were white are now not visible at all. The surfaces that had the textures I applied are there. Now I have put tons and tons of hours into working on fixing this and nothing works. I only find the same forums that don't help me in here. If I can't figure this out soon I'm on the verg of quiting and going back to simply playing the game. It may have something to do with the textures I'm applying or if I apply it to the front and not the back or both.. Idk. But please someone help me before I give up. I have tons of awesome building ideas that everybody would love..
  17. Ok.. i have been playing sc4 and downloading from here for many years. I also have been using sketchup for years. i just found out how to import sketchup models into sc4. But a few issues im having. First i create the building in sketchup. I made a simple 1x2 building. [attachment=13067:sketchup.png] then import the 3ds model into gmax. [attachment=13068:gmaxrender.png] But then when i put it into the lot editor, the building is not alligned with the lot correctly. [attachment=13069:loteditor.png] which then is plopped into the game not right at all. It appears exactly as it is seen in the above photo. any help with this?
  18. Converting Cities XL Platinum?

    Does anyone know if there's a way to convert cities XL Platinum cities into unity 3d or sketchup?
  19. I'm modelling+texturing in google sketchup, and exporting as .3ds however upon import in gmax BAT, it encounters an error and must close gmax I've narrowed down the problem to the textures; when I remove all textures it imports just fine into gmax. any idea what I can do to fix this problem? the textures aren't too large or complicated, and when I export I see them in windows explorer next to my model.
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