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Alex24

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Apr 5, 2011
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So I just tried to import my model to the game, got some questions and issues:

1. Why is that "dirt base" somewhere else but not where it should be?
2. Does the game really modify the colors that much? the front part is usually white (Is it that what I need the color mask for? if yes, do you have some more explenation apart from the things from the wiki?)
3. Why is the lod pink?

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I'm having problems too, tried using Blender and Modo. In my case, the asset import don't use the textures.

With Blender there's no way, using cycles or blender materials. Using Modo, reassigning UV maps (only Diffuse and Normal) seems better. The Modo fbx exported model have the right size (in Blender i have to scale 150 in asset editor), and asset editor creates an FBM folder inside "Import" folder with Diffuse and Normal images. However, don't show the textures ingame.

I tried with Autodesk FBX converter, without any success. I also tried the Henkkk's sample FBX, and it don't work.
 
And you're sure you're following these guidelines?
- model file and texture filenames must be the same
- add suffixes to the different image maps, such as _d for diffuse, _n for normal, _s for spec.


In my case for the Toolbox model:
- toolbox.fbx
- toolbox_d.png
- toolbox_n.png
- toolbox_s.png

b32b6a567e.jpg
 
I'm also having trouble importing my model into CSL. I used 3d max and exported to fbx. Then I place the file with all the maps to
C:\Users\My Desktop\AppData\Local\Colossal Order\Cities_Skylines\Addons\Import

I opened the game and go to Asset Importer / Building / Dense Residential / H2 4x4 and click continue. I see the fbx file but it won't let me continue.

The model is at origin and all the textures are in 1 map.

Please help.
 
And you're sure you're following these guidelines?
- model file and texture filenames must be the same
- add suffixes to the different image maps, such as _d for diffuse, _n for normal, _s for spec.


In my case for the Toolbox model:
- toolbox.fbx
- toolbox_d.png
- toolbox_n.png
- toolbox_s.png

[...]

I knew it... i knew it. It's always the simpliest solution. I wrote the names correctly, but the suffixes in capital letters (ex. toolbox_D). Changed to lower cases, and there we go!

*Jean Luc Pickard look at me, and make their biggest facepalm*

Anyway i'm happy. It works perfectly, all the maps, even the color map. This is awesome.
 
ok, tried to export it in FBX 2013, because there is a plugin available for 3ds max 2012. Still the same.

Is there any comment regarding this from an official? I do not really want to download 3ds max 2014 if there is the possiblity that it won't solve the problem.
 
I knew it... i knew it. It's always the simpliest solution. I wrote the names correctly, but the suffixes in capital letters (ex. toolbox_D). Changed to lower cases, and there we go!

*Jean Luc Pickard look at me, and make their biggest facepalm*

Anyway i'm happy. It works perfectly, all the maps, even the color map. This is awesome.

I had the texture files written with capitals too, because somewere (wiki?) it was listed as such.
 
Tried my first import... Had to rescale to 300 to have my model a size that seemed normal. I have modeled in meters in blender... Will make a test with a 8m cube to see what is what.

Edit : scaling x100 in blender seems to solve the scale issue.

Also the colors seem a bit off but maybe it depends of the environment chosen when starting the asset. It would be nice to be able to switch between the different environments (tropical, nordic... can't remember the names).

Also I find very annoying the fact that you can't move the building once in the editor.
 
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I too can't seem to get my models to show up in the Asset Editor. I've read the wiki and followed the guidelines there to the best of my abilities (model is a single object, and I have .png files with the same name with _d etc added to the end and in the correct folder), and nothing shows still when I try to import them. I'm using Blender, and I can't even get the default cube the program generates and startup to work. I've tried to export both as FBX 6.1 ASCII and FBX 7.4 binary, and it makes no difference. I'm at a total loss as to what I'm doing wrong. Done a fair share of modelling for 3D art in the past, but this is the first time I'm attempting to import something into a game. A short step-by-step guide on properly setting up the model for exporting (since I figure that's where the problem is) would be appreciated.