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Hello, anyone know what I'm doing wrong here...
I get sharp color/edges on first import
TR1.png

but after that the color blurs
TR2.png

Thanks for any help.
 
hm some time ago there was a bug that resulted in such behaviour.

if you lowered the gfx settings it messed up the saved .crp

if you have low gfx (which seems to be the case) try to max them just while saving. though this bug should be fixed o_O
 
hm some time ago there was a bug that resulted in such behaviour.

if you lowered the gfx settings it messed up the saved .crp

if you have low gfx (which seems to be the case) try to max them just while saving. though this bug should be fixed o_O

Yes, it was the "texture quality" bug I warned about shortly after release... and I don't even know if it's fixed because I set my texture quality to max to be sure I won't get the problem again.

But this seems a bit unrelated :confused:
 
Thanks for reply. Very new to blender/anything 3d, think I've used defaults every time, cant remember changing any quality settings. I got it in game once and wanted to make improvements. Don't know what I did differently but it always blurs now.
Untitled.jpg
 
lol, think I got it. I thought it was going to be something super complicated in blender or sketchup. Really didn't think it was just the in game texture setting. Other assets looked nowhere near as blurred in lower settings, seems my particular shapes/colours just didn't handle the lower settings as well. tys :)
 
10520779_902513206496369_5133735973470032985_o.jpg

I try import a model but notthing happens.
Any help here? The model is made in 3ds max, uv is fine, the paint is made in substance painter.... the tutorial dont rly help me.
 
Hey @kovak - did you try these things yet?

-before exporting the model to .FBX format you must apply scale, rotation, and location transformations to your model. When you scale, move, or rotate your model or pieces of it in Blender or another modeling program the system does not track the changed coordinates in real time and you must "apply these changes" by applying the above settings to your model. Each modeling program has this set up differently but just google that basic term for your model program and you should easily find it. I'm not sure if this is the case as usually you will get distorted or stretched or wonky looking models instead of nothing showing up. "Nothing showing up" is indictative of a couple requeisites eachy model must have before being loaded into the game:

-Model Origin Point is set correctly and that the axis info is also set up correctly (-z forward for instance, reference the Wiki for more info on this)
-All texture sizes are named properly (which you seem to do)
-All texture sizes match each other (diffuse is 1024 and specular is 1024) and are in the power of 2 128x128, 512x512, 1024x1024, 2048x2048
-Your model is only ONE object - multiple objects are not supported.
-Your model has only ONE material - multiple materials are not supported.
-**** Your model is UV Unwrapped to the textures.

Try looking at all these steps. Blender and modeling is very quirky and 1 small check box or 1 small issue with your model can really thwart the entire process. Go slow, double, triple and quadruple check your settings, and most of all stay organized in your workflow!
 
How much RAM do you have? Any ram-intensive background processes running (e.g. chrome)?

I had the same issue some time ago, I solved it by unsubscribing some assets.
 
So i try see on game and recive this:

"
Broken assets:

AutoSave.New Asset_Data: LOD xys null
Golden Gate 1:1.Golden Gate Bridge_Data: LOD xys null [BrokenAssetException]

Details:
No details
BrokenAssetException: Broken assets:

AutoSave.New Asset_Data: LOD xys null
Golden Gate 1:1.Golden Gate Bridge_Data: LOD xys null
"


What???
The asset show his lod in editor, but not in game?


EDIT: FIND THE SOLUTION HERE
 
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