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How to Upload a Cities Skylines World Save to Steam

The Asset Editor is a powerful tool for decorating existing assets, creating new assets from props, or creating new road pieces such as intersections that can so exist imported into the game.

The Asset Editor is launched in the Tools sub-menu of the Primary Carte du jour.

Nugget Editor (click to overstate)

Bones Usage [edit | edit source]

Asset Types (click to enlarge)

Nugget creation is based on nugget types, when you commencement creating your ain asset, you can choose from a variety of pre-defined nugget types, those types provide template behaviors for that particular kind of asset. For instance, when yous select Vehicle - Bus, you will be able to upload your own 3D autobus model and the uploaded model will automatically have behaviors of a bus! Sometimes you need to follow specific conventions e.thou. the orientation of the model to make certain things behave correctly.

When you click on New Asset , a theme pick panel is shown. Themes are collections of avails that share a similar flavor, east.g. European, temperate, tropical, and wintertime. They are usually purely artful. You tin can select ane of the built in base themes or any custom theme that you have created or subscribed to from Steam Workshop. The theme does not touch on your asset itself in any manner, just the available asset templates vary slightly depending on the base theme. The selection is too useful for previewing how the asset will look in different themes. Especially with Snowfall, the wintertime theme can be used to preview how the texture-based snow will look like.

Afterwards the theme is loaded, you will exist presented with a choice of various nugget types that are supported.

Asset Importer (click to enlarge)

Once the blazon has been selected, choose an asset template to get-go from. These are congenital-in assets and previously created assets. The "Use existing decoration" toggle will load the existing decoration (if whatever) alongside the nugget itself. Selecting the correct template is very of import, since many properties will exist inherited from it and cannot exist changed subsequently. These include things like the AI (which describes the in-game functionality of the asset), and UI category among others.

For some asset types, the next screen allows you to select either a custom model (.fbx file format) or the default model from the template. In this screen, the model tin also be scaled, rotated, or its pivot moved to lesser-center. Information technology is however a good idea to prepare the transform and scale correctly already in the modeling software for easier updating. Due to differences in how various modeling programs export .fbx files, information technology is quite mutual to take to scale the model past 100. This can also be taken into account already in the modeling software. The selected model tin can be previewed from different directions using the mouse. A larger preview window can also exist opened using the "maximize" button. This mode has an additional "state" slider for previewing what the model will await like if burned in a fire.

Nugget Properties (click to enlarge)

Additional Details [edit | edit source]

The next step is the ornament tool, where diverse objects such as props and trees can be used to decorate the asset. Some props are marked as random. They take several versions, of which a random one is selected for each instance of the asset when information technology is spawned in the game to make copies of the asset wait more varied. Because of this, the asset will not look exactly similar in the editor.

There is a toolbar for preview tools in the lesser of the screen. Currently it can be used to select the time of day, and a checkbox for disabling and enabling the automatic snow (but available if the base theme is winter). Note that the snow toggle is only for previewing: fifty-fifty if disabled, your asset will nonetheless have generated snow in the game.

If the asset type allows for gameplay values to be adjusted, you lot can do so on the Asset Properties panel, in the bottom right corner.

Sub building button (click to enlarge)

Buildings can additionally be supplemented with sub buildings, which will exist placed aslope with the main asset. New sub buildings can exist placed past clicking the Add Sub Building -button on the lesser correct corner of the screen. Sub buildings are copied and saved with the main building, and so changes to the original template will crave reimporting and saving. Some edifice types might not fully function as sub buildings.

Boosted information on some of the backdrop:

  • Buildings/Circular: instead of the usual rectangular area the nugget will occupy a circular area. Since the circular area is not currently shown in the asset editor, this may crusade overlapping in the game if the building model is besides large, and may thus require some experimentation.
  • Buildings/Expand forepart yard: automatically spawned buildings have a variable length (east.chiliad. 1x1 can too be spawned as 1x2, 1x3, or 1x4). This variable specifies whether the actress space is added on the front or back yard of the building.
  • Props/Create ruining and Trees/Create ruining: if selected, a pocket-sized worn out patch is created under the asset
  • Props/Variations and Copse/Variations: some nugget templates back up variations. When placing a prop or tree with variations in game, the last model will be randomly selected from the variations.

Asset Salve (click to enlarge)

The asset tin exist saved from the menu reached from the icon on the top right corner or pressing ESC. It will become available for utilize in the game, and can be found in the same category as the template that was used in its creation.

Custom animation is not supported by the base game, merely can be added with other mods.

Custom asset in game (click to enlarge)

Thumbnail [edit | edit source]

In all editor tools, when a modest binder icon is seen, you tin click information technology to open the folder containing the currently displayed assets.

For example, when saving an nugget, this functionality can exist used to change the thumbnail and tooltip paradigm of the nugget seen in the in-game UI. This is washed by replacing the files in this folder with new ones (of the aforementioned proper noun, type and size). The changes will exist instantly reflected in the salvage asset console. Replacing the master thumbnail prototype also automatically regenerates the other states of the push, which tin then exist replaced with custom ones if then wished. Please notice that this temporary folder will be deleted when the save console is airtight, and then the original files should exist stored elsewhere.

How to change the preview image (click to enlarge)

Specifications for imported assets [edit | edit source]

Modeling [edit | edit source]

This department is highly dependent to what modeling software yous are using just below should apply to nigh of them.

The Organisation Units of the modeling software should be set to metric with 1 unit = ane meter.

Keep in mind that buildings in the editor are on a grid organization called cells. Each prison cell is 8m x 8m. (See the section 'Buildings > General' for the max building cell sizes)

It is important for the model to be ane single object with no hierarchy. So make sure to collapse the hierarchy in 3DS Max for case. It is as well important for the model to use a single material, otherwise information technology volition be split in sub-meshes and volition neglect to brandish parts of it.

If your model imports sideways, you demand to experiment with the pin so that your modeling software matches Unity's coordinate system (left handed coordinate organization, +X is right, +Y is upward and +Z is forward (into the screen)). Pivot in your model needs to be 0 on Z-axis and in the bottom heart of the building. For instance, 3DS Max needs a +90degrees rotation on the X-centrality to match Unity's coordinate arrangement. The vertices at the bottom of the building need to be at 0.

Assets size need to fit to a grid where one cell is 8x8 meters. When importing an asset, at that place are constraints on its size depending on what template y'all use. (i.eastward. zoning buildings can be at most 4x4 cells while city service buildings can be 16x8). Those limitations are non currently documented in one place but the decoration editor will limit the cells size of a edifice depending on its blazon so y'all should kickoff play around with the template you are planning to use before modeling something which may exist also large. Pretty skilful floor height would be two.five to 3 meters.

A good size for a standard door would exist roughly 2 meters. In shopping centers or such it could exist higher. If the building is very alpine, let'southward say much more x floors, the artist needs to scale down the flooring superlative. This is washed because the building would appear too high in the game and this would pb to two problems. 1. the game's camera would take a jump up and and then downwardly once again whenever the edifice is crossed in the game world. 2. It would get in hard to see the street level clearly.

The model size is not express other than by Unity's limit of about 65000 vertices per mesh, but even budgeted that is as well much for single avails. To give some rough guidelines, the triangle count of the building models in the stock game ranges from less than thou triangles for the smallest and simplest buildings to well-nigh 5000 for large and circuitous buildings. A few exceptional buildings use upwards to 10-15k triangles. Vehicles typically have 500-1000 triangles, while trees vary from a few hundred for simple bushes to well-nigh 2000 for the more than circuitous ones. Also note that a large number of props can also make the nugget rendering slower, which is why there is a limit in the nugget editor.

The game automatically creates both texture-based and 3D snow on all assets in the winter theme, and so the same nugget tin be used for any theme. The generated snow tin can be disabled locally with vertex colors on the models. Fix the colour to (255, 255, 0) to disable all snow and to (255, 255, 128) to only disable 3D snow.

Generally the buildings apply 1024x1024 texture maps, or 1024x512 if the building is pocket-sized or simple. If working on a large building, endeavor to see if it can be fitted in 2048x1024 size before making a 2048x2048 sized map. Nosotros endeavour to refrain using 2048x2048 maps, and use them only in really important and huge buildings, such as a stadium or an airport.

The material for Buildings supports up to 6 textures in TGA format, each needs to use the same filename as the FBX file with a texture type suffix. All main model textures accept to have the same resolution.

          * "_d" suffix stands for the lengthened texture (RGB)       - 3 color channels texture defining the albedo.   * "_a" suffix stands for the alpha texture (Mask)        - 1 color channel mask specifying per pixel transparency.   * "_c" suffix stands for the color texture (Mask)        - 1 colour channel mask specifying per pixel where the color variations can be practical.   * "_i" suffix stands for the illumination texture (Mask) - 1 color aqueduct mask specifying per pixel if the diffuse color should be considered emissive.   * "_n" suffix stands for the normal map texture (RGB)    - 3 color channels tangent infinite normal map.   * "_s" suffix stands for the specular texture (Mask)     - 1 color aqueduct mask to specifying per pixel specularity.        

The model import user folder is located at:

  • On Windows %localappdata%\Jumbo Order\Cities_Skylines\Addons\Import
  • On Mac /Users/<username>/Library/Application Back up/Colossal Order/Cities_Skylines/Addons/Import
  • On Linux /home/<username>/.local/share/Jumbo Lodge/Cities_Skylines/Addons/Import

LOD (Level of Detail) [edit | edit source]

Yous may notice your custom models sometimes gets very distorted when viewed from far away : that's because the game automatically generates a low poly version (LOD) of your model and your texture in order to save resources. To solve this problem, you lot need to provide your own depression poly version of the model (the fewest polys the meliorate) and proper name it yourModelName_lod.fbx

For growable assets, the suggested limit on this is 100 triangles. For larger buildings and monuments, you can become slightly higher (200). For props and vehicles, less than 50 triangles should be enough. A typical texture size for the LOD models is 128 ten 128. For the sake of other players, please abide by these LOD limitations unless its admittedly necessary to break them. This is how the game regains performance when y'all are zoomed out. The effect of the LOD model on runtime performance is oftentimes more than significant than the high item version. If the LOD model is too complex, the game may consider the asset broken and display an error bulletin.

Your low poly model should accept a new UV set that is probably different than your original high-poly model, this is anticipated. The UVs should be kept in the 0...1 interval, since the LOD textures utilize a texture atlas and values outside that range will result in colors being taken from other random models. The game will automatically bake the textures from your high-poly base model to your new low-poly model upon import. Also, make certain no vertices in both loftier detail and LOD models are below the 0-level since they can misfile the baking procedure. Oft bug with the baking are related to trying to reuse UV space for parts of the buildings that are not similar enough (remember that the baking also bakes normals using the detailed geometry, even if no normal map is defined).

If for some reason you would like to override the car-texture generation procedure (likewise called blistering), you can create a diffuse texture for this low-poly model by importing a texture with "_lod_d" suffix (lowercase "lod" is of import). If the lengthened texture is overwritten, the baking process is skipped entirely, and so normals, speculars, etc likewise need to exist set manually, or you lose the advantage from the automatic normal map creation. Note: due to a problems in version 1.one.0, using this characteristic requires additionally importing both lod_s and lod_a for the model to work at all; neutral ones can be used.

Nugget types [edit | edit source]

  • Intersections
  • Parks
  • Buildings (city services ploppable and zone spawnable)
  • Trees
  • Vehicles
  • Citizens

Buildings [edit | edit source]

General

  • Buildings are on a filigree in the editor. In the grid, each tile is called a cell.
  • One cell is 8m ten 8m.
  • Max size for automatically spawning buildings: 4x4 cells.
  • Max sizes for manually placed buildings: 16x8, 15x9, 14x11, 13x12, 12x13, 11x14, 9x15 or 8x16 cells.

Supported textures

  • Diffuse
  • Normal map
  • Specular (Grayscale. 100% white areas are rendered equally windows)
  • Blastoff (Grayscale)
  • ColorMask (Grayscale. White color ways that diffuse map is multiplied by variable color)
  • Illumination (Grayscale. Illumination color is taken from the diffuse map)

Illumination Map Details

          0          = No illumination          120          = Full illumination          128-255          ( Windows Random Illumination Values)          192          (Neutral illumination value)        

The likelihood of a window to be lit at a given fourth dimension and its intensity are randomized for values inside 128 and 255, the closer the value is to a boundary the more likely it is to exist lit and stronger.

Trees [edit | edit source]

General

  • Assets imported as trees will automatically sway in the wind.
  • Tree LODs are automatically created (using billboarding), this cannot be overridden.

Supported textures

  • Diffuse
  • Normal map
  • ColorMask (Grayscale)
  • Alpha (Grayscale)

ColorMask details

The color mask in the congenital in trees is intended to be used to mark the foliage with black and the trunk/branches with white. More than exactly, the parts of the tree for which the mask is white are not affected by the effulgence and colour variations, automated texture-based snow, and normal recalculation from position (tree leaves are typically created with alpha masked, double-sided planes which cannot provide good normals). Notice that the automated snow tin also be disabled completely for a custom tree using the nugget backdrop panel.

A missing colormask defaults to white. Delight notice that this means a colormask is needed for the tree to get any snow embrace in the winter theme.

Props [edit | edit source]

Supported textures

  • Diffuse
  • Normal map
  • Specular (Grayscale)
  • Alpha (Grayscale)
  • ColorMask (Grayscale. White color means that diffuse map is multiplied by variable color)
  • Illumination (Grayscale. Illumination color is taken from the diffuse map)

Vehicles [edit | edit source]

General

  • The connected parts of a vehicle mesh that touch on footing (y close to 0) are automatically recognized as wheels and will rotate when the vehicle moves. You should therefore not connect the wheels to the body of the car, or the whole machine volition rotate.
  • As with buildings, vehicle LOD models are created automatically if non overridden with a "[modelname]_lod.fbx".
  • Vehicle trailers can be customized from the backdrop panel. Notation that if a custom trailer is created, information technology volition become bachelor for selection simply after restarting the game or visiting the main menu. The selected trailer asset is saved in the same file with the principal vehicle nugget.
  • Sound, light and emergency effects are automatically inherited from the template and cannot be customized as of yet.

Supported textures

  • Lengthened
  • Normal map
  • Specular (Grayscale. 100% white areas are rendered as windows)
  • Blastoff (Grayscale)
  • ColorMask (Grayscale. White means that lengthened map is multiplied past a variable colour. If the template has an emergency light outcome, the color mask needs to be 0 in the areas that should low-cal up and the colour variations tin can only be used to attune the color of the emergency (police, fire, ambulance) lights)
  • Illumination (Grayscale. This has a unique usage for vehicles: 0.5 is the neutral colour. 0 is used for turning signals and 1 is used for braking signals and headlights.)

Citizens [edit | edit source]

General

  • Custom citizens use skeletal meshes with existing animations. Custom animations are not currently supported. LODs are not animated merely use normal meshes.
  • Template skeletons that can be skinned with custom meshes are located in game folder under Cities_Skylines/Files/Templates/
  • Using the right skeleton for template citizen yields the best consequence (for example BluecollarFemale_skeleton for Bluecollar Female, -2, -Snow, and -Snowfall 2)
  • Some citizens are currently only bachelor in certain themes, and custom citizens using template that is unavailable in a used theme are not loaded.
  • Custom citizens spawn randomly using the same logic as born citizens.
  • Custom animals are still in experimental phase, merely can be used via scripting.

Supported textures

  • Diffuse
  • Normal map
  • Specular (Grayscale)
  • Alpha (Grayscale)
  • ColorMask (Grayscale)
  • Illumination (Grayscale)

Roads [edit | edit source]

See Road Editor

mathewsandetter58.blogspot.com

Source: https://skylines.paradoxwikis.com/Asset_Editor

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