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FX2K

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When creating a custom asset, a lot of options are predetermined based off the 'template' you choose, however this is a limitation which should perhaps be exposed via the asset editor.

There are three problems, this causes me at least.

1. If making a building based on a park, it spawns a gazillion seagulls. Let me enable / disable this before saving my asset... pretty please ;)


2. Missing options such as:
  • Circular Cursor - this is very handy esp for 1x1 tiles where an overlap is desired.
  • Placement mode - Allows you to change from placing road side to anywhere / on water etc
  • Flatten Terrain
  • Clip Terrain
  • Min Max variation sizes for trees
Those are just a few options available that are not exposed without editing the file manually.

Of course, hex editing the files is possible for some of the values but I don't think it should be necessary to do that, more options exposed before saving would be more ideal, especially if importing a custom model.

I would love to make my hedge a rotatable tree without wind animation and with a fixed size, but can't.


3. The 'base' texture which shows when placed on uneven ground as a foundation / filler.

If I import a model starting with a water building template, no base is generated but when plopped on uneven terrain, I get a concrete block underneath it.

If I import the same model starting with *some* park templates, a base is generated from my files, so I don't get a concrete base but something resembling my model.

For some things, after importing I get no base at all, resulting in a 'black' section depending on placement.

Examples:

No base:
qfT6Tyi.jpg


Base - ok its not defined well (prob my fault) but still:
iLVa4oc.jpg


Concrete Base: ( I rotated this one to show it, rather than a sep screenshot in-game)
QckGaNh.jpg



Now with the base, it might be something I am missing.. i.e a way to force it to define my own, but the options should certainly be exposed, IMO, especially one to turn off those pesky seagulls for whatever I am building.
 
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Hi Tor,

Thats the thing, the base is automatic based on the template you choose... problem is, there are not enough templates to cover the variations in all categories.
i.e The concrete 'automatic' base is available for some and the generated 'green' base (image 2) is available for others, but no real way to choose whilst also choosing a desired category.

I have tried extruding down whilst leaving the model origin in place, but the concrete is still generated...the extruded part just overlays it slightly.

If you try importing the same model under various different templates you will see.
The same with the various options available for a building type, the options are hidden and pre-set... aside from hex editing or using the mod toolbox, these options should be available, IMO.

Say I wanted the base in image 2 but for a water building, its impossible, or the concrete base for a park.
 
Another thing I forgot to mention above was an option which defines how your asset is plopped... there is no way to set it that I have found but it must exist because its different based on the category and also for some of CO's props.

uDzC0ro.jpg


Hedge 1 (left) is a park, it follows the terrain leaving a smooth top edge, always, even up drastic slopes, you can also see the 'green' base is in use (in the image below) and not a concrete one.

Hedge 2,3,4 are not parks, they don't follow the terrain leaving stepping stones instead of a smooth surface, which is ok for some things, but not everything.

They also have a base, although I'm not sure why #3 is black. I have hex edited to my hearts content and even with identical options for things like m_PlacementMode, m_flatterTerrain, m_clipTerrain etc etc, they just won't lay like the park version, following the terrain. I would like to see the option for that exposed.

Built as a prop also behaves like 2,3,4.. yet CO's props such as the 'tile' prop under residential acts like 1.

Here is a better example of 1 following the terrain

iY55YsI.jpg



Oh and did I mention the seagulls on/off option needed. :p
 
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Just to add something else to this..

Depending on the 'template' chosen to import with, you end up with a lot of file bloat and since the templates are limited, there isn't much I can do about it, I have spent hours trying.


Edit - see post below for file size examples / details.....

I seriously have no clue what is going on here, something seems wrong....all my assets are 4mb, when they should be <100kb. The source files are only ~25kb, I understand that they include meta data, all the settings etc etc, but this doesn't seem right to me.

Yesterday I managed to re-import / re-create a number of my assets which where ~10mb and reduce them to to ~4mb, they are identical in every way aside from the starting template used... but no template under water category allows me to achieve the 138kb I can under the park category.

Also, alpha transparency appears to be treated differently depending on the starter template, how the asset sits on the terrain is different, the base it generates is different, the placement modes etc etc etc... all forcing specific templates to be used and wrong categories just to achieve the desired effect.


I'm surprised nobody else thinks its important to have all the options exposed, having to choose a starter template with hidden settings is a pita.. I mean, its ok for growable housing and office buildings but not for other things.
 
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A challenge...
Find or create an asset under the water category that is < 1mb

Bearing in mind that something like this (Random WS item) is 1.8mb:
http://steamcommunity.com/sharedfiles/filedetails/?id=417989392

If you can... pass me a link so I can use it as a base template for importing my model :D


-- Edit for additional details --------------------
Here is what I just tried, all with no props being loaded so essentially an empty tile at the end of it:

1. New Asset > Building > Park > any standard park such as small park > import my model
Result 4,199kb

2. New Asset > Park > Save as 'template park' (obv no model used here)
Result: 13kb

3. New Asset > Building > Park > template park (created above) > import my model
Result: 111kb

4. New Asset > Tree > Import my model
Result: 138kb

5. New Asset > Building > L1x1 Detached > Import my model
Result: 362kb

6. New Asset > Prop - Broken atm.

Any other template results in >4mb file

rui0Pp1.jpg

--------------------------------------------------------------

Now I understand they contain additional data etc etc, but why is #3 111kb when #1 is 4,199kb...




Quoted from another thread:
expose more of the options for us to change as we see fit

This is actually one of the things I've been working on today :) And thanks for expressing your preferences on what to expose.
 
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A few more options I would like to see exposed are:

m_Autoremove - Allows building over something and will auto bulldoze rather than saying "Space already occupied" - Handy.
Whatever defines if a confirmation dialog is shown when bulldozing. i.e it shows for almost everything, but not for water pipes / roads etc.
 
I noticed the size bloat too, when I attach an icon to something it gains around 4mb in size.
I agree with all your points FX2K, rurthermore it would be awesome if we could easily change the menu location of items. I'd also love to be able to use props in-game like we can for trees. I've tried changing the category with hex editor but it corrupted the file.
 
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One more addition, which may or may not be a possibility but it would be awesome...

There is a mod called NoPillars which allows you to turn off collisions.
I would like to do this on an asset by asset basis, I intend on creating mostly decorative items.

The reason I would like this is for things like signs, as an example, the following placement is usually impossible, but using the mod to toggle collisions means I can place it where it should go:

ZaosivT.jpg


The default behaviour, as you can see won't let me place the asset where I have above:

lfDhQHc.jpg
 
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