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Shroomblaze

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Mar 8, 2015
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Ok so it seems that some people are having issues with adding preview images to their mods, I too am wondering how to do this. Does anyone know how you can change the default building construction icon seen next to the red arrow into your own transparent png like the game does? I see that some modders already figured out how to do this as you can see with the green arrows.

Then we have the preview Image over the description as you can see in the bottom Image palm tree. There have been multiple threads about people asking how to do this and some saying that it's broken at the moment. Which I think I agree with because when I go to save my model after importing into the asset editor, I go to name it give it a description and then I click the little folder icon and it opens my windows explorer to find the image I want, but when I click the image all it does it open my windows image viewer to see it and not actually put some sort of file path/upload image into the asset editor.

Now Even if that worked, I don't see a way to Import my own transparent icon like some other modders have already.

EDIT: A Dev explained that this is how you add a thumbnail in game, but I can't seem to get it work....
That is true. Additionally, try putting a custom image into the Import folder with the same name as the model, except "_thumb" added (e.g. "model.fbx" can be accompanied by a "model_thumb.png"). I would suggest a resolution of 109x100. You can also try _thumb_hovered, _thumb_disabled, _thumb_focused, _thumb_pressed, but these will be generated if left out.

Note that this is something we are still working on, so this may change in the future if we e.g. find the time to develop an UI for this feature. That's also why it has not been officially documented.
Here's the original thread the quote came from... http://forum.paradoxplaza.com/forum...n-the-Game&p=19022435&viewfull=1#post19022435


Please help me to understand how to do this. Thanks :confused:


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Yes, I can't wait for this to be solved. I have created some pretty nice props to get ready for my buildings I will bring into the game.

Yes I can't wait til I have an answer or they fix this very soon... With hearing how it's hard to update your mods on the steam workshop forcing you to reload a new one... I don't want to release my mod until it's perfected and all preview images are attached.
 
when I go to save my model after importing into the asset editor, I go to name it give it a description and then I click the little folder icon and it opens my windows explorer to find the image I want, but when I click the image all it does it open my windows image viewer to see it and not actually put some sort of file path/upload image into the asset editor.

I was able to get the thumbnail/icon to work in game, see my post here: http://forum.paradoxplaza.com/forum...Image-within-the-Game&p=19054887#post19054887
 
I made a park. How do I get a thumbnail? I have tried to make an image parkname_thumb.png but it does not show up.

The file must be present in the same folder as the model that you imported, before you import it. If you want to import a model called "parkname.fbx" then "parkname_thumb.png" must already exist in the same folder (the "Import" folder) when you select the .fbx file from the asset creation tool. AFAIK there's no way to change it afterwards.

Edit: Sorry I just realised that your problem is likely because you are creating a "Park" asset, and not a "Building". There is no "Asset Importer" step for creating a Park, and it will not try and load a thumbnail for it. If you create a "Building" based on one of the Playgrounds for example, it should work.

Oddly, when creating Props and Trees, there is an Asset Importer step, but the game will still not try to load the "_thumb" file. For now it seems this is reserved only for Building assets. I used a file monitoring tool to watch what files the game accessed when importing assets, and indeed it will try to load "_thumb" files when importing a model for a Building, but not for a Prop.
 
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Oddly, when creating Props and Trees, there is an Asset Importer step, but the game will still not try to load the "_thumb" file.

Same with custom Intersections, it seems. I tried adding a 109x100 px thumbnail with "_thumb.png", but nothing shows up.
 
Really frustrating issue. I'm also sitting on some parks and props designs that I'd like to have proper thumbnails. No point releasing them yet if I can't make a proper thumbnail in-game and I can't edit it later :(

Also I'd really like to have a preview image in-game showing up on the prop. I can't imagine this stuff is too hard to do, just a case of grabbing files in the import/virtual folders when users create assets, or adding browse for files options to the save menu.
 
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For anyone that may be interested, I found a way to add Icons that works for me 100% of the time, but is not very easy to do.

Hopefully they will fix this soon but if you REALLY want to have icons right now, you can try this. Doesn't work on props or trees.

By the way, you can make intersections, parks, and everything else except props and trees from the "Buildings" category, and the asset will go to the correct menu. that option should be called Import a model or something.

Here's my guide:

http://steamcommunity.com/sharedfiles/filedetails/?id=423546402

Some people are having problems with the ghost model I provided, I suspect because it's too small, but if you can make your own, then you're good to go.
 
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Thats a cool guide but seems very long winded..especially the creating it twice part, although I see why, for the 'icon' to show exactly what it is... but, with a bunch of parks or other things that will no doubt look very similar, I think a more descriptive icon would work better. I'm not knocking your guide though, its cool ;)
The more assets with icons, the better IMO.

I have an invisible model and all relevant files that I created (feel free to re-use / whatever) here: https://www.dropbox.com/s/v6sz5sa0wq6ropp/AssetTemplate.zip?dl=0
I made use of transparency, so the model is invisible from the start, although I still recommend importing it at a scale of 0.001.

  • I have the above files in the import folder.
  • Make an icon I think is suitable and represents what I am making, with a text label for added benefit, saving as the assetTemplate_thumb.png file.
  • New Asset > Building > Choose a template (not empty park, since they don't show in-game)
  • Import the invisible model at 0.001 scale
  • Create my asset as I want
  • Save the asset naming it appropriately.
  • Make a copy of all the files and save to a 'master folder' for future use, updating etc.
  • Done, Next.

The asset is created once, I have an icon with a text label and a basic representation of what it is.
I then re-use the same files, just changing the icon before I start a new asset.

Edit: The files won't be on dropbox for too long, but feel free to re-upload / share if you wish, its nothing special but has worked well for me on 40+ (iirc) assets so far.
 
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Yeah well, I just wrote what I do and works for me, I prefer to actually see the image of the asset as an Icon personally. But you're right, I may have made it a bit too long. In any case, it's intended for people who don't have a clue of anything, hence the slow pace and long-windedness hehe.

If you want to edit the guide you are welcome to, just add me on Steam : - )

OR if you don't mind, I'll add your quick step guide at the start, so people who know what they are doing can do it quickly :D
 
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I didn't mean that to come across the wrong way (if it did, sorry) I was just trying to give a bit of feedback on the guide for you.
All I meant was that perhaps the 'making it twice' part may put people off thinking its a complex process. I know I would prefer not to make the same asset twice each time no matter how awesome the icon looked :)

If you want to use anything above, go for it.. no need to reference me....I'm only contributing because I <3 C:S, I'm happy for anybody to edit / re-use or do whatever with anything I do, if anything I do is worthy of course, its not always :)

As above, the more assets on the WS with icons the better it is for us all, although I will be relieved when CO resolve it properly.
 
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I did not take it wrong way, I thank you for your feedback instead : - ) As mentioned in the guide I'm not the best at these things lol, Just wanted to help others really.
I'll be editing the guide to include a quick version of how to do things if you can make do with a different icon. I've just had a look at your collections, amazing work. I'm interested if you are willing in learning a couple of things from you. If you have time for this let me know and I'll throw a couple of questions at you.