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CalPolyFan

First Lieutenant
Oct 11, 2014
249
18
So, what do we know about the in-game modeling tool? We have been told there will be one, right? Or is that just for parks?

Is there a date set yet where we will hear more about this? I believe a modding diary or video is on the horizon?
 
Yeah, we will hear more about it this wednesday I believe. And I don't think there will be any modelling tools, you have to use software like Blender to make something and then maybe there will bee something like LOT Editor from SC4 where we can import that building, add some decorations, ground etc to it. But its just my guess.
 
Yeah, we will hear more about it this wednesday I believe. And I don't think there will be any modelling tools, you have to use software like Blender to make something and then maybe there will bee something like LOT Editor from SC4 where we can import that building, add some decorations, ground etc to it. But its just my guess.

Ok, I guess I misunderstood what they said re: a building editor being part of the "modding tools".. I guess it will be cleared up this Wednesday. Thanks for the response.
 
The game has an asset editor which supports importing 3D models (you will have to make the model in a modelling software, like Blender) and you can create parks etc in the editor from existing models.

EDIT: This was just to clear things up as there is no in-game modelling happening :) More info on the modding will come later, so please be patient.
 
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I've got some leftover assets (fbm format) I never used from a few years ago (created in 2011). FBX models and scripts. The scripting may have changed, so I doubt they would work, but how about textures?
 
The game has an asset editor which supports importing 3D models (you will have to make the model in a modelling software, like Blender) and you can create parks etc in the editor from existing models.
wow. I wasnt expecting this level of info so early

please, share more. Let me help.

The model has to be textured properly already, right? or does the asset editor has this functionality somehow.. What kinds of channels does it need or support? Im very newbie on this matter actually, I just know that there are alpha channels, normal maps, bump maps and how they work more or less.

supported file extension is FBX?

When you say parks etc, it sound kinda limited actually.. Does it let you edit currently in use buildings like say, of a hospital?
 
There's been some info on it already, but is buried down in in the general forum. So to speak, "old news from last week".

But to sum it up;

- FBX file format.
- The smallest buildings should be about ~1000 triangles. Commercial office buildings, apartment buildings etc, about 2000-4000 triangles. The absolute maximum recommended number is 10.000 triangles, and should only be used for large, ploppable buildings.
- The objects need a UV map and a few textures. Diffuse (may possibly include alpha channel for transparency), normal, color mask, and a few others I don't remember at the moment.
- Imported objects can be "beautified" with existing assets from the base game. So no need to make more than you need to for the imported model.
- up to 4x4 cells per lot. One cell is 8x8m. So that's a total of 32x32m if you go for all cells for one lot.
 
Is scaling going to be available?
As I mentioned, I have some models already finished that were used in a Unity project that didn't go anywhere. (In other words, they're mine. :) )
Will the importer allow scaling, or will it have to be done in the modeling program?
 
Is scaling going to be available?
As I mentioned, I have some models already finished that were used in a Unity project that didn't go anywhere. (In other words, they're mine. :) )
Will the importer allow scaling, or will it have to be done in the modeling program?

Hi Ayce,

Yes the fbx exporter will allow you to re-scale ;)

fbx%20export.jpg


cheers
 
Thanks, graphite, that's good to know. Looks like we can flip them around as well. Also good. I had some models that got converted to the wrong axis. Had to spin them around and upside down along with scaling to get them to look right. :)
 
lol ... yes in unity the Z axis is Y, but the FBX file format is really cool handles everything, lights, animations, materials, axis, scale, etc ... it's made by Autodesk, enough said ;)