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Hey, @gagaXm! I hope you are well. I just wanted to inform you that I am getting the following error in my player.log. There is an error just like this one for every surface in the pack.

[ERROR] - [13:30:49,204] - (ExtraAssetsImporter.log)
No _BaseColorMap.png file for the TTP - Clovers surface in Grass category in Terrain Surfaces Pack.
ExtraLib.Debugger.Logger:Error(Object) (at C:\Users\%username%\Documents\__Code\ExtraLib\MOD\Debugger\Logger.cs:46)
ExtraAssetsImporter.Importers.SurfacesImporter:CreateCustomSurface(String, String, String, String, String, UIAssetParentCategoryPrefab) (at C:\Users\%username%\Documents\__Code\ExtraAssetsImporter\MOD\Importers\SurfacesImporter.cs:152)
ExtraAssetsImporter.Importers.<CreateCustomSurfaces>d__5:MoveNext() (at C:\Users\%username%\Documents\__Code\ExtraAssetsImporter\MOD\Importers\SurfacesImporter.cs:114)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Thanks for your feedback.
There is a new version of the mod which should fix your issue. Let me know if you are still experiencing it after the update.

I wont be able to work on the mod for a few days, but I will try to help you if I can or I will take care of it when possible.
 
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I have an issue with pebbles. They became shiny and sharp. They lost all their softness.
Thanks for your feedback.
Extra Assets Importer will be updated soon. Please let me know if you are still unsatisfied with the look of pebbles after this.
If this is the case after EAI update, try to send me a screenshot to help me understand.

That said, the new version of pebbles should be more sharp and shiny than previous version, but in a good way! If users are unsatisfied I will try to enhance it again.
 
Mod seems to be broken after latest mod update which changes the importer mechanic.

Loading the game first time after the mod update without changing anything myself:

  • All icons of this mod are doubled in the surface menus

  • Textures of existing surfaces from this mod are shimmering now in an irritating way (as if they are overlayed twice but with a tiny offset). This is not the case for surfaces from this mod being built after the mod update.

So I did the following to circumvent these issues:

  • Disabled the "use new importer" option in the EAI menu. But this causes the surfaces of this mod to not being loaded at all (no menu entries and empty surface textures on the map)

  • Enabled the "use new importer" option in the EAI again and disabled the "use old importer" option. But as expected this makes all other decals, netlanes and surfaces a white box. So this is not an option.

  • Enabled the "use old importer" option again - both options are now active again. Unsubsribed from this mod, made sure the old files got removed from the mod folders and installed the older version manually. Now icons are present only once as they should and I can build all surfaces as intended, however all existing surfaces I made with this mod are empty again and I would have to use the replace option from the "area bucket" mod to fill all empty surface "meshes" with the correct surface texture again. I used your mod quite excessively, so I would have to do this for an estimated 1.000 surfaces.
It could be that I put the manually installed mod version into the wrong folder. I tried the ModsData/EAI/database logic but that caused the result desribed above.

I would really appreciate if you could switch back to the old importer logic until this feature is not an alpha feature of EAI anymore. Right now it breaks all existing surfaces.
 
Mod seems to be broken after latest mod update which changes the importer mechanic.

Loading the game first time after the mod update without changing anything myself:

  • All icons of this mod are doubled in the surface menus

  • Textures of existing surfaces from this mod are shimmering now in an irritating way (as if they are overlayed twice but with a tiny offset). This is not the case for surfaces from this mod being built after the mod update.

So I did the following to circumvent these issues:

  • Disabled the "use new importer" option in the EAI menu. But this causes the surfaces of this mod to not being loaded at all (no menu entries and empty surface textures on the map)

  • Enabled the "use new importer" option in the EAI again and disabled the "use old importer" option. But as expected this makes all other decals, netlanes and surfaces a white box. So this is not an option.

  • Enabled the "use old importer" option again - both options are now active again. Unsubsribed from this mod, made sure the old files got removed from the mod folders and installed the older version manually. Now icons are present only once as they should and I can build all surfaces as intended, however all existing surfaces I made with this mod are empty again and I would have to use the replace option from the "area bucket" mod to fill all empty surface "meshes" with the correct surface texture again. I used your mod quite excessively, so I would have to do this for an estimated 1.000 surfaces.
It could be that I put the manually installed mod version into the wrong folder. I tried the ModsData/EAI/database logic but that caused the result desribed above.

I would really appreciate if you could switch back to the old importer logic until this feature is not an alpha feature of EAI anymore. Right now it breaks all existing surfaces.
Thanks for your feedback
Your issues have been addressed with last Extra Assets Importer update.

Both new importers and old importers should be enabled in EAI options.

If you prefer the old version or if you are having issues, install it from pdx mods. I recommend to use skyve to do that easily.

If you want to use a local version, copy the files from pdx mods into (not recommended):
C:\Users\%UserName%\AppData\LocalLow\Colossal Order\Cities Skylines II\Mods\Terrain Surfaces Pack

Old versions and new versions installed like described above will work with your previous saves.

(don't put files manually into ModsData/EAI/database, this folder is the EAI cache folder and shouldn't be used by users. If you want to use local assets from other sources than pdx mods use folder like C:\Users\%UserName%\AppData\LocalLow\Colossal Order\Cities Skylines II\ModsData\ExtraAssetsImporter\CustomSurfaces or \Surfaces followed by category folder like \Ground the followed by the folder with assets.
This way of using files do not allow to keep surfaces in previous saves).

Let me know if you are still having issues after last EAI update ;)
 
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Your issues have been addressed with last Extra Assets Importer update.

Glad to hear. I launched the game quickly to get the latest EAI update and as far as I can see everything works normal again - no doubled icons, no weird textures :D


If you want to use a local version, copy the files from pdx mods into (not recommended):
C:\Users\%UserName%\AppData\LocalLow\Colossal Order\Cities Skylines II\Mods\Terrain Surfaces Pack

Indeed, I tried that yesterday already and it took the game approximately 4 hours to load into main menu so I skipped that as an acceptable solution xD

(don't put files manually into ModsData/EAI/database, this folder is the EAI cache folder and shouldn't be used by users. If you want to use local assets from other sources than pdx mods use folder like C:\Users\%UserName%\AppData\LocalLow\Colossal Order\Cities Skylines II\ModsData\ExtraAssetsImporter\CustomSurfaces or \Surfaces followed by category folder like \Ground the followed by the folder with assets.

I tried both, the /database and the /EAI/CustomXXX logic (as I already have stuff from github there) but both had the same result (surface mesh is present, but missing textures). It is good to know that this behaviour is to be expected.

Thanks for your quick response! Now I can enjoy your wonderful mod again ;)
 
Thanks for your feedback.
There is a new version of the mod which should fix your issue. Let me know if you are still experiencing it after the update.

I wont be able to work on the mod for a few days, but I will try to help you if I can or I will take care of it when possible.
Hey, @gagaXm! Thank you for your prompt response. I have updated to the latest version 2.1 of the Terrain Surfaces Pack and the latest version 1.5.8 of the Extra Assets Importer. Unfortunately, I am still seeing the below error for each surface in my player.log. It doesn't seem to be affecting gameplay or the use of the surfaces. Maybe there is something odd going on just on my end, but I thought I should let you know. Thanks for all you do!

[ERROR] - [21:31:16,223] - (ExtraAssetsImporter.log)
No _BaseColorMap.png file for the TTP - Clovers M surface in Grass category in Terrain Surfaces Pack.
ExtraLib.Debugger.Logger:Error(Object) (at C:\Users\%username%\Documents\__Code\ExtraLib\MOD\Debugger\Logger.cs:46)
ExtraAssetsImporter.Importers.SurfacesImporter:CreateCustomSurface(String, String, String, String, String, UIAssetParentCategoryPrefab) (at E:\__CODE\ExtraAssetsImporter\MOD\Importers\SurfacesImporter.cs:152)
ExtraAssetsImporter.Importers.<CreateCustomSurfaces>d__5:MoveNext() (at E:\__CODE\ExtraAssetsImporter\MOD\Importers\SurfacesImporter.cs:114)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
Hey, @gagaXm! Thank you for your prompt response. I have updated to the latest version 2.1 of the Terrain Surfaces Pack and the latest version 1.5.8 of the Extra Assets Importer. Unfortunately, I am still seeing the below error for each surface in my player.log. It doesn't seem to be affecting gameplay or the use of the surfaces. Maybe there is something odd going on just on my end, but I thought I should let you know. Thanks for all you do!

[ERROR] - [21:31:16,223] - (ExtraAssetsImporter.log)
No _BaseColorMap.png file for the TTP - Clovers M surface in Grass category in Terrain Surfaces Pack.
ExtraLib.Debugger.Logger:Error(Object) (at C:\Users\%username%\Documents\__Code\ExtraLib\MOD\Debugger\Logger.cs:46)
ExtraAssetsImporter.Importers.SurfacesImporter:CreateCustomSurface(String, String, String, String, String, UIAssetParentCategoryPrefab) (at E:\__CODE\ExtraAssetsImporter\MOD\Importers\SurfacesImporter.cs:152)
ExtraAssetsImporter.Importers.<CreateCustomSurfaces>d__5:MoveNext() (at E:\__CODE\ExtraAssetsImporter\MOD\Importers\SurfacesImporter.cs:114)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Thanks,I'll check that when possible.