F
FX2K
Guest
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:
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:
Base - ok its not defined well (prob my fault) but still:
Concrete Base: ( I rotated this one to show it, rather than a sep screenshot in-game)
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.
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
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:

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

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

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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