• 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.

Moog78

Private
35 Badges
Aug 16, 2016
21
0
  • Stellaris: Distant Stars
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
Does anyone know where I can get the mesh for the tunnel entrance (slope) road segments from the vanilla roads?

i can't find them anywhere using mod tools (I can find all the other elevations but not slope).

I want to import into blender to get a better idea of size/shape etc...

thanks in advance
 
Hello Moog78

Could you be so kind to share the information pls ... I am trying to find the slope mesh of the tram tracks but wasn t successful yet ... :/

Thanks in advance !
 
Hello, here are some pictures where you can find the slop for the tram.

But you need the Snowfall-DLC.

Left in the Mod-Tools click on "Tool Controller" and then on "ToolController".

Find entry "PrefabInfo m_prevPreFabInfo = Tram Track0" and open it.

Search "NetAI m_NetAI = Tram Track0 (RoadAI)" and open it.
Search "NetInfo m_slopInfo = Tram Track Slop0" also open this one.

Search "NetInfo+Segment[ ] m_segments = NetInfo+Segment[ ]" and open it again.

Now you see 4 entries, these are the different 3D objects.

The nodes can be found under "NetInfo+Node[ ].......", there are even 5 different 3D objects

Translated with www.DeepL.com/Translator

20181011184047_1.jpg 20181011184114_1.jpg 20181011184131_1.jpg 20181011184153_1.jpg
 

Attachments

  • 20181011184153_1.jpg
    20181011184153_1.jpg
    156,5 KB · Views: 31
Thank you very much för your help !

There is another thing you could possibly help me with. Sometimes exporting these meshes works, sometimes it doesn't ...
So far I wasn 't able to discover a pattern within that behavior. Do you have an explanation or reason for that ?
 
As for exporting, all I know is how it works in Blender, should not be much different with other 3D programs.

If you create your own streets completely, proceed as follows.

The Z-axis must be correctly aligned with the longitudinal axis of the road.

In object mode press the following buttons, RX90, Rotate X-axis 90 degrees.

Now switch to the edit mode with Tab and press the following keys again RX-90, please pay attention to the minus sign.

Below the 3D-window there is a button 'Global' to change it to local, now you can see that the Z-axis is aligned along the road's longitudinal axis.

Export in FBX format.

Check the box Selected Objects.

Set Scale to 100.00.

Set Forward to -Z Forward

Set Up to Y Up.

Now export the whole thing, of course select the desired object beforehand.

When importing at Scale, enter 100 again.

That's it

Translated with www.DeepL.com/Translator
 
Thanks for the fast answer ! But I think that I wasn't precise enough with the description of my problem. I already know some basics about road creation, but thanks anyway ! ... ;) What I meant was "dumping" the meshes via mod tools works with certain meshes and fails with others. For example: I am able to export the slope mesh of a road but I am not able to export the bridge mesh of that same road. Do you or anybody else know why that happens, am I doing something wrong or is it just a random behavior ?
 
I don't know exactly what your problem is.

As I explained with the Slope above, so it is with Elevated and Bridge, you just have to search for these two, then segment and node again and you've already exported the matching mesh.

It would be nice if you could take some pictures, then maybe I can understand your problem better and help you.
 
Jumping on this very old thread to ask if anyone knows how to reimport your new slope meshes...

Go to the Slope tab for the road in question, select segments and/or nodes, click the existing segment you want to replace or Add New if there isn't one, then in the tab that opens click the model to import your own mesh.

Screenshot 29.png
 
Just found amazing dump road mod from Cgameworld "network dump tool" take a look at it.


As for blender there is a much easier way to deal with fbx export:
no need to deal with scale 100 or z axes or rotation x or global to local

Create your model normally without changing anything , when you are ready to export:

- just make sure your model is at origin x0 y0 z0 same for rotation 0 and scale 1 1 1 or just CTRL A > apply > all transform
- then export FBX , keep everything by defaut and check:
- "selected model" / "mesh"
- keep "scale" 1
- just change setting "apply scaling" to "FBX ALL"
- last check "apply transform"
export fbx
When you import in editor you still have to set scale to 100 that's it.
Btw works the same to export fbx for unity