• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

OlaHaldor

Captain
15 Badges
Jan 12, 2011
408
30
www.colorist.no
  • Cities in Motion
  • Cities in Motion 2
  • Cities: Skylines Deluxe Edition
  • War of the Roses
  • 500k Club
  • Magicka: Wizard Wars Founder Wizard
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Prison Architect
  • Europa Universalis IV
  • Lead and Gold
  • Ship Simulator Extremes
  • Cities: Skylines
I'm trying to get my train model I made for Train Fever into the game.
53ee31c4d1.png


I do realize it's not common in terms of bogies, since this particular model has shared bogies between the carriages - so I'll have to make an artistic adjustment so that each carriage has their own individual bogie like the default train, and I'm fine with that.

It's a WIP in regards of textures and color, so disregard that for now.

However...

Asset editor:
2b91ab6877.jpg



In-game:
87150ffc3c.jpg



I've tried switching off the feature that randomizes color schemes, I've made the color pure white as well, thus the first screenshot looks fine.

I'm also at a loss on how to get the train to use the same (engine) model on both ends, just like the default train does.
 
  • 2
Reactions:
How many Tri's is it?
I forgot to answer. They're fairly dense due to the bogies - which is totally wasted because the game isn't about zooming as close as this and enjoy all the details.
The front is 17K polys, and the carriage is about the same.

Without the bogies, the front is just about 2000 polys for now, to make it as round and smooth as possible. Again, it was made for Train Fever where you are free to zoom in much closer and enjoy the quality of the mesh and textures as opposed to CSL where you'd rarely do that. Will have to trim some fat.
 
so one train has like 70-100k polys? o_O
@co_martsu might want to add some words regarding polycount to the wiki... someone plz (not the lod part ... it's great we may use lods with 200 tris!)
one of your community guys wanted to pass this urgent request to you devs shortly after release.
love the textures and it's great to see we may use color variations for trains!
 
Last edited:
Right now, yes, about 80K polys for a single train set. As said, it was made for an entirely different game, where this kind of detail level is very much appreciated and needed to make it fit the rest of the graphics style.

I'll most probably create some very simple bogie objcts with a generic texture, as they don't have a function, while in Train Fever they follow the tracks separately from the chassis and rotate as needed.

Removing the current bogies will slice the polycount a whole lot, and the final object will probably be about 2300-2400 polys maximum.
 
nvm we are just guessing anyways. the only official info i found regarding polycounts in general was some forumpost made prerelease.

btw: what about recreating your front part (loco) as new "carriage" and attach it at the end. this should work shouldn't it (assuming you can add different carriages; i haven't looked into the new vehicle features at all)
 
Last edited:
are you importing the whole train into the engine asset, or have you split the engine asset and the trailer asset?
once you've got an engine and trailer separate you go into the engine and in the panel you can select how many trailers you want but also select the trailer asset you want combined with the engine. maybe that will help?

if not that, is your model a shell, singular and connected or is it a couple of grouped shells? if the latter i don't think it will work
 
he wants to put the engine in the front + in the back of the train. atm that seems impossible using the asset editor. it's restricted to one engine in the front and one type of trailer
 
Hi @StephenR :) I've split the model into two separate objects. Engine and Passenger, as needed by the game. Nothing more, nothing less.

If I open the original train models in the asset editor, it shows up like my train - without the engine on the other end.

@Shelltoe is right . Engine and Passenger. In the Engine asset, I can select which model is the passenger/trailer model, but I cannot select what's in the other end of the train - after all the trailers. As for the real-life Flirt, it's three trailers in the middle, between the two with a cab.

ccb2e0a2c5.jpg




0e58203b43.jpg
+
15c9bc79f5.jpg
 
Last edited:
  • 1
Reactions:
if you look at a train crp file you'll notice lots of new vars (eg for lean and damping) and trailers seem to be handled separtely (so imho it should be possible to use different trailers).
you might still be able to fix things in hexedit. it won't be easy though as you'll have to inject the data for the new trailer.
 
Last edited:
Hi, nice train.

EDIT: There is now at least some documentation on the vehicles in the wiki.

Unfortunately there is not yet an officially supported way of getting the mirrored engine to the other end. We'll hopefully be able to add that to the asset editor UI later.

We currently do not enforce any polygon number or texture size limits for the models, but just for a rough idea, the built-in vehicle models are about a 500-1000 triangles each with textures smaller than 1k X 1k. LODs have less than 50 triangles each.

In general, I would say the main problem is that the detail meshes and textures need to be loaded and processed when the game starts, so the larger meshes and textures you use, the slower it will make the loading and larger the memory usage (bear in mind that many people will have hundreds of custom assets, so it quickly adds up). The actual rendering is not as big of a problem, since typically you don't see that many models up close at the same time and the heavy simulation and sheer number of objects to process cause the CPU to be the bottleneck anyway.
 
Last edited:
  • 3
Reactions:
Dear @CO_Dae,
thanks a lot for adding this very usefull information this fast.

Though I'm baffled you seem to miss the point of my (our) polycount request entirely. (no offense)
Of course you aren't enforcing polycounts, we know that part and nobody said you were. That's why we can create LOD's (!) with 100k polys without any problems.
The wiki is very detailed regarding lods. so we all know we should not create a 100k poly lod.... but still have no clue what you did with your detailed models.

When your asset creators did those models they obviously had a polytarget. it's not like one 1x1 building has 120 polys and another has 120k polys.... the polydensity is obviously rather even.
While experienced CAD users / asset creators might be good at guessing what you guys did (eg you might have used about 1000 polys for smaller buildings... we don't know for sure), lots of beginners seem to be totally fine uploading 100k poly buildings they created or downloaded somewhere to the Workshop. And it's not their fault, is it? (OlaHaldor obviously has some experience and will reduce polycount but is a 80k train supported/intended by you guys??) So one of those buildings probably has as many polys as all your new EU buildings combined and in another thread we are told EU buildings are limited to one theme to increase performance. .... wow ... just wow

Don't you think like 3 sentences telling beginners which values you tried to achieve during developement would make some ppl rethink their Workshop assets and much better assets would be the result?
eg.: "our 1x1 and 2x2 buildings mostly use 512x512 textures and try to archieve a polycount up to 500 tris."
or:
the built-in vehicle models are about a 500-1000 triangles each with textures smaller than 1k X 1k. LODs have less than 50 triangles each.
(which you sadly didn't add to the wiki)

maybe the polycount of the final asset (mesh + props) would be evenmore helpfull. idk


If you could add just some sentences regarding what you tried to do to the wiki you'd be my personal CO hero and Workshop saviour!! no joke!

Else we'll probably have to somehow extract your meshes to get those values and stop guessing.

EDIT: just read the reddit AMA.
As i read co expacted the wiki to be more active. It's great we have it cause you don't have to do one obviously. But imho a wiki should not be based on assumtions.

So atm we could create lists (which actually do exist kinda) of Asset Templates that actually work (Color Variations etc), HexVars which might be editable or some code snipets. That's what we can verify. But imho most modders hope those thinks get fixed and handled correctly instead of contributing on non- or maybe-functionality to the wiki. I could be wrong but pages of these kinds actually got removed or moved to "private" subspaces after release. What's our role?

We can't write about stuff we don't know and can't dig into for now. You should give ppl a hand with the basic stuff (and you do for the most part). if you look at the history of the Asset Editor page and search for "poly" you'll only find it in the lod part (8 times though). Afaik added by a guy (Gula!) who took a good guess instead of having actual data (or maybe he asked one of you for this info?). the overall content could be shortend by alot.

Instead you added stuff ppl could actually check for themselves.
 
Last edited:
Hi, nice train.

EDIT: There is now at least some documentation on the vehicles in the wiki.

Unfortunately there is not yet an officially supported way of getting the mirrored engine to the other end. We'll hopefully be able to add that to the asset editor UI later.

While youre doing that, if you could add some random cars slots for trains, at least for freight, that would be awesome. Having maybe 2-3 random engines and 3-7 random freight cars would be really nice as well as random length for trains. For commuter, some randomness would be nice, but I know commuter trains really don't change a lot aside from the number of cars attached.

Some reference images
Commuter
wittenbergcolamzk9.jpg

freight
nwwZrU0.jpg

xuJlAJG.jpg




OP, that train looks awesome and I will probably use it once you put it up for us to use.