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Okay, what is in the Red Circle?

Have you a UV in the Green-Circle?

You Black Areas of Road fit with the Black Area in the Green Circle of you UV-Map
road_32m_slope_p_example.jpg
 
i have no ideas what this is

I have found a little errors.

index.php.jpg


In the Red Circle is a Glitch, the looks Blue Background.

In the Green Circle is the Pavement not correct, the vaule of Pavement Width correct vaule from Blender, see the width from edge from pavement to Road, equal this vaule in pavement width in Properterys.

The Black Areas Flashing if you move the Camera? this is yes, then pavement not correct vaule
 
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you must the correct value of Pavement Width in the Properties set, otherwise not correct Texture.

A have this problem already hat, by me is the textur flashing, set the correct vaule then not flashing.

it can be something similar

otherwise, completley new, I have had to do it more than once
 
The Wiki says this:

As a the mesh is stretched the UV-mappings “scroll” along the V-axis to avoid stretching the texels. Magenta vertex color (255, 0, 255) can be used to disable stretching the UV-mapping for bits where this is undesirable, for instance in fence posts. It’s usually a good idea to split the textures horizontally and add statically mapped UV-islands on their own side. Note that .obj-files don’t store vertex coloring, so you'll have to export your model as .fbx to use any vertex colors.

I think "V-axis" is a typo or from another program. I believe it means the uv maps are moved along the y axis. Since the black area is on the same y axis like the white area this might happen.
 
Is the Normals correct?

that with the Magenta is not problem for this, is a wall and not pole, for pole is this better work with Magenta Vertex.
 
I think "V-axis" is a typo or from another program. I believe it means the uv maps are moved along the y axis. Since the black area is on the same y axis like the white area this might happen.
That might be it. Will have to remember this for the future as it will likely cause me more trouble.

And "V-axis" a convention from mathematics, as the X-Y-Z dimensions are mapped to U-V, just to distinguish that coordinate system from X-Y-Z. Random fact of the day.

By the way, I did it.
upload_2017-11-4_22-47-45.png
 
in UV-Mesh is the U-Axis equal X-Axis, and V-Axis is equal Y-Axis, the CSL and FBX is Z-Axis for Forward, so is V-Axis equal Z-Axis.

UV-Map, the above into uv-map is the begin of you Mesh, and below is the end of you mesh and connected to Node-Mesh.

The UV-Mesh can rotate 180 Degree, then above is below and below is above.
 
The problem of the black areas is due to the UV mesh, on the V-axis, so the Y-axis has to fill the texture completely, if the UV mesh on the V-axis is only a little bit smaller than the upper or lower edge, this causes the black areas to appear.

Translated from German to English with DeepL
 
By the way, I did it.

Hello,
I have the same problem for my slope model. The texture is stretched once imported into CS (about 2 times on the V axis ofUVmap).

Image : https://forum.paradoxplaza.com/forum/index.php?attachments/messedup_slope-png.311541/

itsacoaster seems to have found a solution but did not really explain ...
How to fix this texture vertical stretching problem as in this post with this black spot?

I know very well Blender but then I can not see a mistake come. If you have a solution or an idea I'm interested.

PS: I do not speak English very well so please make simple answers ^^.
 
Yop,

I find and as you said before the color vertex is the solution. To avoid that CS stretches the UVmap it is necessary to paint (vertex) the model in magenta.

Explain picture:
https://drive.google.com/open?id=1M-cAWMDi-L2I2Hfa3GiGadrNygTjPOQD
(sorry i didnt find better to share it)

I spent a sleepless night searching on google "Cities skylines import slope model" and can find anything and everything except this topic happily. At first I did not believe in this miraculous vetex color story. But when I saw in the "user setting" of blender that the export FBX took into account the vertex color, it made a tilt: D

So think for the help!
 
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