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Mr Maison

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May 9, 2013
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Hello everyone. I'm new here and this is my first Paradox game as well as my first Steam based game. I'm a big Sim City 4 fan since 2003. I never completed a model for SC4 because I never got used to gmax. It looks like modelling for this game is way easier as we can use our favorite program to make assets so I'm in.

I plan to make some custom buildings and other content for the game. I mainly use Sketchup Pro and Blender for modeling (I also have Xfrog I can hopefully make some new trees and veggies with). With a background of architectural visualization, I don't want to expect too much from this experience here. I'm used to doing some high quality renders playing with different materials to get realistic results in render engines like Thea Render, Blender's Cycles etc. One of my ambitions with Cities Skylines is to contribute to getting a more realistic visual effect in the game when it comes to textures. I believe that will make the difference between cartoony and something more believable. NOT to say cartoony is bad....it's a matter of taste. I personally want to make CS a place to play a game while at the same time use it as a visual showcase for my 3D architecture models (I almost hesitated to buy the game because of time concerns but thought maybe work can be incorporated with play here since we can make our own buildings :)).

So...I'm used to dealing with bump maps, specularity, transparency, diffuse, and many settings to tweak the final outcome. I know this is just a game with hardware considerations so I expect a limited texturing experience. What are the basic settings for CS asset textures? Is there any reflective or specularity properties to play with? What should I consider when it comes to the game's lighting setup? If any of the channels mentioned are absent in CS tools, how far can we go to fake some things (specifically specularity and transparency)? I just want to know the texture language of the game to see how I must prepare my textures.
 
I just answered your question on simtropolis but I'll post it here too :

There are 6 maps that you can use in C:S

A diffuse map (the color)
A bump map but in normal map format
A specular map (in grayscale)
An alpha map (in grayscale)
A color map (in grayscale) (parts that can be tinted in the game to make variations of a building). White will be tinted, black untouched.
An illumination map (in grayscale, illumination color taken from the diffuse map)

All of those must be powers of 2 up to 2048 for very big buildings. They don't have to be square, 1024*2048 can be used.

The maps must be placed alongside the building in .fbx format and a LOD of that same building (uvmapped to use the same maps too but can be less precise) in the import folder of the game

The files have to be named like this :

nameofbuilding.fbx
nameofbuilding_LOD.fbx
nameofbuilding_d
nameofbuilding_n (normal)
nameofbuilding_s
nameofbuilding_a
nameofbuilding_c
nameofbuilding_i

As far as I know png and jpeg can be used I don't know about other formats.
 
Hey Zed68, I'm having issues with the Bump Aka Normal map and Specular... I set the bump map in 3ds max and am using a _n tag for the name and same goes for Specular... I setup specular level image map in 3ds max and am using _s but it's not working for some reason in game, but works just fine in 3ds max. Do you have any idea why?
 
Hey Zed68, I'm having issues with the Bump Aka Normal map and Specular... I set the bump map in 3ds max and am using a _n tag for the name and same goes for Specular... I setup specular level image map in 3ds max and am using _s but it's not working for some reason in game, but works just fine in 3ds max. Do you have any idea why?

Are you sure your uvmap is set up correctly ??I don't know what you mean by "I setup specular level image map"

Texturing for 3D is mostly applying a picture to a geometry, you can't really export "materials" used by the 3D programs.
 
Thanks Zed. I'm not very familiar with LOD.fbx creation. Can you explain more? Everything else I got you. It's good to know all these maps are being used.

I was just reading a wiki page and it seems like many image formats are supported. http://www.skylineswiki.com/User_path

The LOD is a very low poly "LOD for Level Of detail" version of what you have built. It will be used ingame when you are far from the object (to save graphic power).

LODs in C:S must be 100 triangles or less.

Here's an example made by Henkka, one of the game developpers :

http://imgur.com/a/7hr9C

The LOD must be uvmapped tu use the same textures as the original model, but it does not need to be precise (because it will be seen from very far). mostly try to have the walls and roof quite corresponding.