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thesinner

Recruit
Mar 22, 2015
2
0
Hello Guys,

a while ago i did some models for CXL, which i try to convert to work with Skylines. Get them into the asset-Editor, but game doesnt load when starting a new one with the models activated.
CXL supported other shaders like vray, which i used for the models ago. I think that could be a problem, but can't figure it out exactly, because i can't find any error-files where to look for the problem.

Anyone any ideas how to handle this or someone there who could check the fbx-file?

greetings and thx 4 your Attention,
Dirk.
 
You can't directly import models made for CXL. One of the reasons is that CXL support two UV maps and CSL only one. In CXL you have separate specular and reflections maps - in CSL you can use only specular map. CXL supports also light maps (AO maps) which is unsupported in CSL. So you may expect problems.

What to do:
- use your meshes with only one UV map.
- use less textures following rules at given below.

The material for Buildings support up to 6 textures, each need to use the same filename than the FBX file with a texture type suffix.

"_d" suffix stands for the diffuse texture (RGB) - 3 color channels texture defining the albedo.
"_a" suffix stands for the alpha texture (Mask) - 1 color channel mask specifying per pixel transparency.
"_c" suffix stands for the color texture (Mask) - 1 color channel mask specifying per pixel where the color variations can be applied.
"_i" suffix stands for the illumination texture (Mask) - 1 color channel mask specifying per pixel if the diffuse color should be considered emissive.
"_n" suffix stands for the normal map texture (RGB) - 3 color channels tangent space normal map.
"_s" suffix stands for the specular texture (Mask) - 1 color channel mask to specifying per pixel specularity.

Complete separate problem is with shader used in CSL for building - white and very bright surfaces are burned out in area affected by directional light. This problem affects all buildings even default ones made by CO.
 
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