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Enterprise-E

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Aug 23, 2018
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  • Stellaris: Synthetic Dawn
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Cities: Skylines
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines Deluxe Edition
Hello Everyone!

In past few days i tried my hand at making a custom vehicle for Cities Skylines, namely an articulated bus. I tried doing my research as best as possible, and figured out model importing, textures etc.. but i cannot seem to get one thing figured out.

The vehicle would be made up of a front part, and a trailer, so it can articulate while turning. The question is: How do i need to align the model's pivot points so that they are positioned correctly, and that the rotating point is where it should be (in the middle of the bus)? By default in 3ds max, both parts are aligned so that their pivot is at the origin, and they line up as they should. Yet when i import both parts into the game, the trailer is like 3-4 vehicle lenghts behind the front part. The front part itself works fine, so my problem really is the trailer alignment mostly. (but also tell me if front part alignment is important for correct rotation pivot)

Also, if i understand correcly, model placement is entrely controlled by it's pivot point, and not it's place in world-space in the 3D app. (although my models are centered)

thanks,
Enterprise-E