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D41V30N

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Mar 13, 2015
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  • Cities: Skylines
Is it possible to use AutoCAD (I currently use AutoCAD Architecture 2014) to create the FBX files that is compatible with Cities:Skylines? I personally tried to upload a 32m x 32m structure, which was 10 m high (in AutoCAD). However, when I try to import the FBX files, the import window shows nothing. Is there any way to tweak any specific settings to make AutoCAD FBX models compatible with Cities:Skylines?
 
Hm...your 32x32m fits the 4x4 tiles grid (1 tile = 8x8m). Did you place it on "0,0,0" (x,y,z) and is you're coordiante system matching the unitys engine? In the wiki it says:

"If your model import side way, you need to experiment with the pivot so that your modeling software matches Unity's coordinate system (left handed coordinate system, +X is right, +Y is up and +Z is forward (into the screen)). Pivot in your model needs to be 0 on Z-axis and in the bottom center of the building. For instance, 3DS Max needs a +90degrees rotation on the X-axis to match Unity's coordinate system. The vertices at the bottom of the building need to be at 0. "

So, construct your building, make a block of it with 0,0,0 in the bottom, middle of the ground and make sure your coordinate-system is left-handed. Will try it myself, if I've got time (Draftsmen RL, using AutoCAD every day, would be awesome to do modelling stuff with it)
 
I never even thought about drawing something in AutoCAD. I'd totally be able to do this on my lunch break when I'm not busy drawing work things. Hope you manage to get everything working!

Since I'm at work and can't check... are you applying materials in AutoCAD or is there something in the asset importer that lets us do this?
 
I can't work my head around the co-ordinate system. Do I rotate "around the X-axis" by 90 degrees or should I "rotate the X-axis" by 90 degrees? Furthermore, do you mean the bottom-center of my model should be on (0,0,0)? Now that the week is over, I'd love to get this to work.
 
I can't work my head around the co-ordinate system. Do I rotate "around the X-axis" by 90 degrees or should I "rotate the X-axis" by 90 degrees? Furthermore, do you mean the bottom-center of my model should be on (0,0,0)? Now that the week is over, I'd love to get this to work.

To export from blender I rotate my model by -90 degrees around the x axis.

Yes the bottom center has to be located at 0.0.0, this point will be placed in the middle of the asset when you import ingame.

I also have to scale my model up by 100 (not sure about you).
 
Man, not sure what I'm doing wrong anymore, lol. So I made up this simple model just now: http://imgur.com/BJhOjB2
I'm using AutoCAD 2014. The view is NE Isometric, the axes are as shown and the center of the bottom face is on (0,0,0). -90 degree rotation around the X-axis would mean that the Y-axis would be facing downwards in the current view and Z-axis would be where the Y-axis is currently.
Now, when I use the FBXEXPORT command and export the FBX of this model, nothing gets exported into the FBX file :confused:. Does anyone know how to work around this problem?
 
Man, not sure what I'm doing wrong anymore, lol. So I made up this simple model just now: http://imgur.com/BJhOjB2
I'm using AutoCAD 2014. The view is NE Isometric, the axes are as shown and the center of the bottom face is on (0,0,0). -90 degree rotation around the X-axis would mean that the Y-axis would be facing downwards in the current view and Z-axis would be where the Y-axis is currently.
Now, when I use the FBXEXPORT command and export the FBX of this model, nothing gets exported into the FBX file :confused:. Does anyone know how to work around this problem?

Your model seems to be placed in the right way. Is it one solid or does it contain several solids/other stuff?
 
Hi, I have found a way to do this. Export from AutoCAD to a .fbx. Then use a program called Autodesk FBX converter (free from Autodesk) to convert the .fbx into a .obj file. You can then import the .obj into Blender, thought the model will be rotated through 90 degrees.

As for importing into the game, I used this video to learn how. From 8 minutes in is where he covers the stuff you will get caught on.

When it comes to skinning the model, I have little to no idea. As far as I have gotten is having usable "blank" models in the game.

Hope that helps some bit.