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First Off, Thankyou Cities Skyline for introducing me to blender, Who knew modelling a building was as much fun as building a city.
Second. Great thread, patient and precise for us noobs, with some impressive work being shown off in the images.

After a week of modelling in blender and learning from youtube and feeling impressed with what I had produced it was time to import to CSL.
Starting with a simple work tent prop (15 tris)

Following www.youtube.com/watch?v=9VxIFLqgHcY youtube guide

and still making the all the noob mistakes on the way.

Wrong size Texture JPeg Image ( corrected to 512 x 512)
Not naming Image the same as fbx ( corrected)
Missing the suffix _b ( corrected )
Object Ctrl A rotation & Scale , Location checked (Dont understand what this does but still did it)

Imported... arrrrhhh... still missing the texture... I have the object in the preview window and can place it but still no texture.

I feel its still a noobish step Im missing and something simple. Any prod in the right direction will be gratefully received.


Edit :- Embarrassed how noob mistake this was and how long this has taken to find . After reading my post suffix _b didnt sound right and doubled checked. Grrrrrrr ... omg _d (red face)


Decided to leave my post in to show my common noob mistakes and hope others will avoid these.

And Happy Modelling. :D

maybe its the .JPEG file format. idk if thats really the issue but for i am working with .PNG (2048x2048 yes i dont care about performance #Savage) and for me it works fine.
 
Hi everyone,

I'm just learning Blender here. I have imported my model into the game, but I found that parts that are made of only one piece of face can only be seen from one side. The other thin walls I made that are visible from the screenshot are also not visible from the other side. Anyone knows what causes this?

Hy5kC0M.png


Thanks for your time.

select the face which has this issue and press CTRL + F for face properties and then choose "Solidfy". this option adds depth to your plane. planes only have one direction as they only have ONE normal (facing outside in this case) with Solidify you get an additional plane on the other side and its normal is facing the other way then.
 
A picture of the problem in game would be helpful. If it's what I'm thinking of then there's sadly nothing to do. The game isn't super great with shadows and up close and at certain angles light leaks through.

thanks for the quick reply.
that doesnt sound great :/ but i still think its blender since (as i said already) this problem even occurs when i extrude standard cube trying to replicate the problem.
the strange thing is if i go to render viewport its fine. i dont know exactly how CS is importing the model. but it seems it just takes the solid mesh +
material and applies the textures.
see here:

rendered:
https://gyazo.com/d013ed6db70dae87b4f2b71904d0488c

material:
https://gyazo.com/5521325eb328514221f1ecca58757918

ingame screenshot:
https://gyazo.com/0d7dc38c5a7b382c68920ae10808843e
 
i added cubes. i did not extrude them. is this maybe the cause of the issue?!

because if i compare my model build with an extruded cube build theres a difference. the cube casts shadows on itself my model doesnt. at least on some parts. and the parts where it doesnt work i added a cube because at that time i didnt know how i would extrude the mesh in a way where everything is one cube so i added some. which i guess was the biggest mistake i made in blender so far. i think the light treats the cubes seperately then as if the werent together. can you confirm this theory?

edit: if thats the case. im basically screwed and have to redo EVERYTHING

edit2: yup. thats it! its casting the shadows correctly now in render viewport without having to mess around with the shadow/lighting settings. i could still try to fix this issue but i dont want to waste any more time trying to do that^^. im re-modelling everything now and since i got comfortable in the controls and settings while trying to resolve the issue i can probably redo it in like 1/3 of the time.

edit3: oookaaayyy its because cities really does render the shadows in a bad way.
you were right in the first place.... just me. wasting alot of time XD
at least i got it done properly now. the first uv map was a mess :S
 
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Hello. I'm new to making models and made a few right when after dark released, so it's been a while. I had a few questions?


With the new snowfall DLC, is snow handled by the game or is there something I need to do if I make a new model?
With the popular RICO mod, how do I enable my buildings for that?

And lastly a question on modeling... my biggest issue really is getting proper size. Is there a way to build the model sized properly in blender without any guessing? As in, facing the right way, knowing how far back from the road it will end up, and proper size?
 
I need some help please. I am beginning to try and get my head around Blender and importing models. I have made and textured a rectangular object to try and get used to the import process.

This is how the model appears in blender RECTANGULAR:-

blender.jpg


This is how it looks when I import it SQUARE:-

Lot.jpg


Anyone any idea what I am doing wrong please?

Thanks in advance.
 
1 : in scene => units => Metric

2 : in "object mode" :
Ctrl+A =>
✔︎ : apply location
✔︎ : apply rotation
✔︎ : apply scale

3 : export fix :
✔︎ : selected object
=> scale : 100
and, i don't know if that is necessary but I do it (!) :
✔︎ : apply transform
✔︎ : apply modifier
 
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Hello, I need some more help please.

My model is now complete and I have moved onto the dreaded UV mapping. I have selected the model to start UV unwrapping. The problem is when I select the model the UV image editor already contains some sort of unwrapping, shown here on the right. I have selected all of the model and reset the uv's but still this shows up. I must confess that I have already tested this model in-game with a partial texture to assess the scale of the building, Perhaps I have inadvertently changed some settings.? Any advice please as I don't want to lose this model.


uvmap.png


Thanks,

Mntoes