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bobgrey1997

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Feb 16, 2015
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After about a day of tutorial searching and trial-and-error, I finally got a model that I made myself in Sketchup into the game (via UVmapping and exporting from 3dsMax).
Here is a link to the model and texture file imported into the game:
https://mega.nz/#F!4oNmgQJa!fRwLGw9P2mQFM3DefkMuBQ

I have a bit of an issue, though, once in the Asset Editor...
The model loads in fine with it's texture:
lrtTXwQ.png


But it's got a few issues which only appear at certain angles and zoom levels:
Discoloration:
GcH85Fs.png


Deformations:
CYxAEUG.png

dpGVa9L.png


Can anyone help?

Also, I plan to add windows and doors and such, so does anyone know how to add night lighting to building models?

Any help is greatly appreciated!
 
I figured out what was causing the issues!
The UV map had a few overlapping parts, so I simply moved a few things around in the UV Editor and made a new diffuse texture from that.

The odd deformation turned out to be a lack of an LOD model (so the game miserably failed at making a useful one automatically, as expected). Seeing as the ENTIRE main model only has 67 faces, I just copied it and renamed the copy to end in "_lod" and it worked!

Here are couple of screenshots showing it off in a quickly thrown together downtown setting:
GWm0MsQ.png

hOBjQGZ.png


There are still a few odd-spots, so I will have to do some experimentation for a while.

I still don't know how to add windows/lighting, so any help on that is much appreciated!
 
You already managed to import a mesh with diffuse map so you already have some basics.

Regarding the "odd-spots". Pixels "bleed" into their neighbouring pixels. E.g. if you have a black square with red surrounding pixels on your diffuse and make a UV map square fit perfectly on the black square the surrounding red will bleed into the black and your mesh will have a red edge at this spot. Especially when you scroll out this bleeding will get stronger. You need to "extend" your texture or make your UV mappings smaller so the bleeding won't happen.

For windows you need to add a specular map which is the same size as your diffuse and for lights you need to add an illumination map the same size. More details regarding the different maps are here:
https://steamcommunity.com/sharedfiles/filedetails/?id=500036497
 
When yesterday started, I knew absolutely nothing about modeling. I had quite a bit of experience with image editing, though, but not this "UV mapping". I found a tutorial that was basically step-by-step on how to get a model (not make one) from Sketchup, import it into 3ds Max, set up and use a UV map, and export it into the game. Thankfully, Sketchup is a very basic program that I learned myself after about an hour. UV mapping took a few hours of trial-and-error after the tutorial, and here we are.

Thank you for the link. I'll definitely check it out today. Hopefully, it will prove helpful both in new aspects (windows and lighting) as well as current ones (defuse map). I'll be sure to report back and progress!
 
Specular map successful!
Very reflective!
dw2MEQV.jpg.png


A nice little thing that I didn't even do; it just happened!
INTERIOR FLOORS!
MVZyPSr.jpg


I put the red at 98% White to look as glass, but keep the texture rather than 100% reflection, and the black at 15% to be slightly reflective metal

Also, is the red supposed to automatically have those "floors" in it, or did I break it? I kinda like the floors...
 
OH! So, in the setting panel on the right (seen in the original post images) where the floors setting is (I remember seeing it and messing with it, but not knowing what exactly it did) actually displays the floors on the model itself if the specular map has the proper ("glass") colors?

This has got to be the most interesting thing I have ever seen a game do!
 
Thanks to you (Teldaril) for sharing that guide, and thanks to the said guide (as well as a video guide on the conversion and import process for asset models:
) I have not only been able to get my first ever 3D model into the game, but also released onto the Steam Workshop!
https://steamcommunity.com/sharedfiles/filedetails/?id=1774296436

I don't plan to stop here! I want to create a whole collection of Montburgh assets, from zone buildings, to services, to signs and other props, etc.
 
Thank you for sharing that!
I know next to nothing about all these modeling terms and such, but I do want to make new roads, vehicles, streetlights, bridge railings/undertrusses, and FLAGS!
There's an entire section just about FLAGS!