Редактор asset cities skylines как пользоваться
22 окт. 2017 в 8:51
Since the 1.9 patch hit the computer, I can access the ASSET EDITOR in the game, but cannot use it as the Properties Box (that shows up on the lower right corner of the screen when an asset is loaded) is completely missing . as are any props used on the asset previously.
Paradox/Colossal -- PLEASE address this very nasty consequence of your patch.
10/23 UPDATE: Turned off RICO and the properties box (lower right corner of Asset Editor Screen) and the toolbar at the bottom came back . but all assets are still loading with no previously installed props.
I turned off ALL my mods and went back into Asset Editor - still no props showing on the screen of a loaded asset.
So now I know RICO has to update to get my properties box back on Asset Editor . but even with RICO turned off, all previously installed props (like trees, pillars, trucks, cargo boxes, etc.) are still missing from asset even with all mods turned off.
So it is apparently not the fault of a mod that props are no longer in the editor screen for loaded assets.
Содержание
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 then be imported into the game.
The Asset Editor is launched in the Tools sub-menu of the Main Menu.
Basic Usage
Asset creation is based on asset types, when you start creating your own asset, you can choose from a variety of pre-defined asset types, those types provide template behaviors for that particular kind of asset. For instance, when you select Vehicle - Bus, you will be able to upload your own 3D bus model and the uploaded model will automatically have behaviors of a bus! Sometimes you need to follow specific conventions e.g. the orientation of the model to make sure things behave correctly.
When you click on New Asset , a theme selection panel is shown. Themes are collections of assets that share a similar flavor, e.g. European, temperate, tropical, and winter. They are usually purely aesthetic. You can select one of the built in base themes or any custom theme that you have created or subscribed to from Steam Workshop. The theme does not affect your asset itself in any way, but the available asset templates vary slightly depending on the base theme. The selection is also useful for previewing how the asset will look in different themes. Especially with Snowfall, the winter theme can be used to preview how the texture-based snow will look like.
After the theme is loaded, you will be presented with a choice of various asset types that are supported.
Once the type has been selected, choose an asset template to start from. These are built-in assets and previously created assets. The "Use existing decoration" toggle will load the existing decoration (if any) alongside the asset itself. Selecting the correct template is very important, since many properties will be inherited from it and cannot be changed later. 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 can also be scaled, rotated, or its pivot moved to bottom-center. It is however a good idea to set the transform and scale correctly already in the modeling software for easier updating. Due to differences in how various modeling programs export .fbx files, it is quite common to have to scale the model by 100. This can also be taken into account already in the modeling software. The selected model can be previewed from different directions using the mouse. A larger preview window can also be opened using the ”maximize” button. This mode has an additional ”state” slider for previewing what the model will look like if burned in a fire.
Additional Details
The next step is the decoration tool, where various objects such as props and trees can be used to decorate the asset. Some props are marked as random. They have several versions, of which a random one is selected for each instance of the asset when it is spawned in the game to make copies of the asset look more varied. Because of this, the asset will not look exactly like in the editor.
There is a toolbar for preview tools in the bottom of the screen. Currently it can be used to select the time of day, and a checkbox for disabling and enabling the automatic snow (only available if the base theme is winter). Note that the snow toggle is only for previewing: even if disabled, your asset will still have generated snow in the game.
If the asset type allows for gameplay values to be adjusted, you can do so on the Asset Properties panel, in the bottom right corner.
Buildings can additionally be supplemented with sub buildings, which will be placed alongside with the main asset. New sub buildings can be placed by clicking the Add Sub Building -button on the bottom right corner of the screen. Sub buildings are copied and saved with the main building, so changes to the original template will require reimporting and saving. Some building types might not fully function as sub buildings.
Additional information on some of the properties:
- Buildings/Circular: instead of the usual rectangular area the asset will occupy a circular area. Since the circular area is not currently shown in the asset editor, this may cause overlapping in the game if the building model is too large, and may thus require some experimentation.
- Buildings/Expand front yard: automatically spawned buildings have a variable length (e.g. 1x1 can also be spawned as 1x2, 1x3, or 1x4). This variable specifies whether the extra space is added on the front or back yard of the building.
- Props/Create ruining and Trees/Create ruining: if selected, a small worn out patch is created under the asset
- Props/Variations and Trees/Variations: some asset templates support variations. When placing a prop or tree with variations in game, the final model will be randomly selected from the variations.
The asset can be saved from the menu reached from the icon on the top right corner or pressing ESC. It will become available for use 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, but can be added with other mods.
Thumbnail
In all editor tools, when a small folder icon is seen, you can click it to open the folder containing the currently displayed assets.
For example, when saving an asset, this functionality can be used to change the thumbnail and tooltip image of the asset seen in the in-game UI. This is done by replacing the files in this folder with new ones (of the same name, type and size). The changes will be instantly reflected in the save asset panel. Replacing the main thumbnail image also automatically regenerates the other states of the button, which can then be replaced with custom ones if so wished. Please notice that this temporary folder will be deleted when the save panel is closed, so the original files should be stored elsewhere.
Usage
- The Maps tab displays all playable maps.
- The Savegames tab displays all saved cities.
- The Assets tab displays all custom assets.
- The Color Corrections tab displays color corrections
- The Mods tab displays all mods.
- The Styles tab displays all styles including the European Style in the base game
- The Map Themes tab displays all Map themes.
- The Scenarios tab displays all Scenarios.
Each tab features a list of entries which can be managed.
- A mini thumbnail of the asset, the name given to the asset by the user and its location in parenthesis (packagename.internal_assetname).
- A Share/Update button that allows the user to upload this item to the Steam Workshop.
- An on/off checkbox that allows the user to enable or disable the use of the specified asset.
- A cloud image is shown next to the Delete button if the item is located on the user's Steam cloud.
- Finally, the cross button allows the user to delete the asset.
Deleting an asset
- If it is a workshop item, the asset is unsubscribed from the user's subscription.
- If it is a local file, the asset is removed from the user's machine. (Can not be undone!)
- If it is a Steam Cloud file, the asset is removed from the Cloud. (Can not be undone!)
When you upload an Item to the Workshop, the Share button for that asset becomes an Update button (Note: you must be Subscribed to your Item for this to occur) and any modification made to that particular asset will contribute to a potential update to the existing workshop item.
When selecting to share an asset, the game will open a Publish on Steam Workshop panel. The title and short description (default = asset name) can be manually edited, and a short change note can be included, which will be visible on Workshop.
The default image for the asset will either be the default preview image of the asset type or a snapshot of the asset. An auto-snapshot of the camera view is taken when the game is saved, and the asset importer and map editor allow you to take preview snapshots and select one to become the default snapshot. You can preview and/or modify the assets before uploading by clicking on the folder icon in the bottom right of the snapshot image. It opens a temporary StagingArea folder where a snapshot.jpg and a Content folder can be found.
If you want to change the default preview Workshop will display, simply edit or replace the snapshot.jpg. More than one picture can be put in the folder, and one chosen before publishing. The new image will reload automatically in the Steam Workshop game panel. When you are ready to upload, click the Publish button. An indicator showing the upload progress appears, and the panel closes once the upload is complete.
By publishing items to the workshop, you agree to the Workshop terms of service.
Asset Editor
Please help with verifying or updating older sections of this article.
At least some were last verified for version 1.7.
Content Manager
Please help with verifying or updating older sections of this article.
At least some were last verified for version 1.7.
The Content Manager is a tool intended for managing and sharing all game assets, mods and saves.
The Content Manager is only accessible from the Main Menu.
Specifications for imported assets
Modeling
This section is highly dependent to what modeling software you are using but below should apply to most of them.
The System Units of the modeling software should be set to metric with 1 unit = 1 meter.
Keep in mind that buildings in the editor are on a grid system called cells. Each cell is 8m x 8m. (See the section 'Buildings > General' for the max building cell sizes)
It is important for the model to be one single object with no hierarchy. So make sure to collapse the hierarchy in 3DS Max for example. It is also important for the model to use a single material, otherwise it will be split in sub-meshes and will fail to display parts of it.
If your model imports sideways, you need to experiment with the pivot so that your modeling software matches Unity's coordinate system (left handed coordinate system, +X is right, +Y is up and +Z is forward (into the screen)). Pivot in your model needs to be 0 on Z-axis and in the bottom center of the building. For instance, 3DS Max needs a +90degrees rotation on the X-axis to match Unity's coordinate system. The vertices at the bottom of the building need to be at 0.
Assets size need to fit to a grid where 1 cell is 8x8 meters. When importing an asset, there are constraints on its size depending on what template you use. (i.e. zoning buildings can be at most 4x4 cells while city service buildings can be 16x8). Those limitations are not currently documented in one place but the decoration editor will limit the cells size of a building depending on its type so you should first play around with the template you are planning to use before modeling something which may be too large. Pretty good floor height would be 2.5 to 3 meters.
A good size for a standard door would be roughly 2 meters. In shopping centers or such it could be higher. If the building is very tall, let’s say much more than 10 floors, the artist needs to scale down the floor height. This is done because the building would appear too high in the game and this would lead to two problems. 1. the game’s camera would take a jump upwards and then down again whenever the building is crossed in the game world. 2. It would make it hard to see the street level clearly.
The model size is not limited other than by Unity's limit of about 65000 vertices per mesh, but even approaching that is too much for single assets. To give some rough guidelines, the triangle count of the building models in the stock game ranges from less than 1000 triangles for the smallest and simplest buildings to about 5000 for large and complex buildings. A few exceptional buildings use up to 10-15k triangles. Vehicles typically have 500-1000 triangles, while trees vary from a few hundred for simple bushes to about 2000 for the more complex ones. Also note that a large number of props can also make the asset rendering slower, which is why there is a limit in the asset editor.
The game automatically creates both texture-based and 3D snow on all assets in the winter theme, so the same asset can be used for any theme. The generated snow can be disabled locally with vertex colors on the models. Set the color to (255, 255, 0) to disable all snow and to (255, 255, 128) to only disable 3D snow.
Generally the buildings use 1024x1024 texture maps, or 1024x512 if the building is small or simple. If working on a large building, try to see if it can be fitted in 2048x1024 size before making a 2048x2048 sized map. We try 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 have to have the same resolution.
The model import user folder is located at:
- On Windows %localappdata%\Colossal Order\Cities_Skylines\Addons\Import
- On Mac /Users/<username>/Library/Application Support/Colossal Order/Cities_Skylines/Addons/Import
- On Linux /home/<username>/.local/share/Colossal Order/Cities_Skylines/Addons/Import
LOD (Level of Detail)
For growable assets, the suggested limit on this is 100 triangles. For larger buildings and monuments, you can go slightly higher (200). For props and vehicles, less than 50 triangles should be enough. A typical texture size for the LOD models is 128 x 128. For the sake of other players, please abide by these LOD limitations unless its absolutely necessary to break them. This is how the game regains performance when you are zoomed out. The effect of the LOD model on runtime performance is often more significant than the high detail version. If the LOD model is too complex, the game may consider the asset broken and display an error message.
Your low poly model should have 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 use 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 sure no vertices in both high detail and LOD models are below the 0-level since they can confuse the baking process. Often problems 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 auto-texture generation process (also called baking), you can create a diffuse texture for this low-poly model by importing a texture with "_lod_d" suffix (lowercase "lod" is important). If the diffuse texture is overwritten, the baking process is skipped entirely, so normals, speculars, etc also need to be set manually, or you lose the advantage from the automatic normal map creation. Note: due to a bug in version 1.1.0, using this feature requires additionally importing both lod_s and lod_a for the model to work at all; neutral ones can be used.
Asset types
- Intersections
- Parks
- Buildings (city services ploppable and zone spawnable)
- Trees
- Vehicles
- Citizens
Buildings
- Buildings are on a grid in the editor. In the grid, each tile is called a cell.
- One cell is 8m x 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
Illumination Map Details
The likelihood of a window to be lit at a given time and its intensity are randomized for values within 128 and 255, the closer the value is to a boundary the more likely it is to be lit and stronger.
Trees
- 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 built in trees is intended to be used to mark the foliage with black and the trunk/branches with white. More exactly, the parts of the tree for which the mask is white are not affected by the brightness and color variations, automatic 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 automatic snow can also be disabled completely for a custom tree using the asset properties panel.
A missing colormask defaults to white. Please notice that this means a colormask is needed for the tree to get any snow cover in the winter theme.
Как расширить область в редакторе дрог.
Wolf_95r
И так, начну в обратном порядке. Рекорд населения у меня 200.000 тыс (+/-5.000), построил на карте "острова", в принципе карта интересная, особенно понравился большой остров, там можно разместить всё, что по причине шума и грязи не нравится жителям, например, мусоросжигательный завод, а на другом берегу я уместил 2 товарных порта и пару пассажирских. Так вот, (советую тебе сейчас посм. карту, чтобы понять мой рассказ), сначала я начал строить просто вперёд от начального выезда основную "вену" трафика, а по обе стороны от город (идеальными прямоугольниками (2:1)), и вот я застроил весь начальный сектор, надо было расширяться далее, и купил след. участок, что прямо впереди, там был узел железнодорожной связи, плотина (там самая глубокая река - самое то!) Ну и в какой то степени облехчился трафик, ибо добавилось сразу по два шоссе. Вот на месте пересечения я построил свой первый,именно построил сам прямо в игре, кастомный перекрёсток. И. Вышло неплохо, но как сам понимаешь, соединить три дороги - штука не сложная. (население тогда было 90.000/105.000).
И потом, я начал строить уже в обратном направлении город, и. это было не совсем верно, ибо привело к затору. Почему не верно ? Ну вот почему, (мой совет) город надо строить в одном направлении, тогда будет:
1.Меньше пробок
2.Меньше безработных
3.Больше образованных
А всё потому, что жители, что только поселилт=ись в одном конце города ездили на учёбу/работу НЕ соседний участок, а через ВЕСЬ город, ровно на др. конец.
Так вот, а я построил в обр. направлении. А потом влепил не пойми зачем аэропорт, хотя. нет, понятно почемуя его влепил прямо так. Да потому что везде аэропорт "жаловался" на поверхность (. Вот поэтому то я и играю только на самодельных картах. )
Так вот, там я построил свою 2-ую развязку, "на четыре". И вот как:
Но потом пришлось расширяться и далее и я купил участок что правее ->
И модернизированная развязка
Собственно, это и была моя финальная развязка на той карте, ну, а через некоторой время, трафик в среднем участке городя стал сильно увеличиваться и что бы не мучаться я решил удалить сохранку.
После этого использую по большей части модовские и самодельный карты, но 200.000 у меня больше не было нигде. Сейчас, вот прямо сейчас удалил ещё одну сохранку =( Вот не знаю, какую карту выбрать .
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