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Lakenstaken

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Hi, is there any news on the possibility that the devs will release some kinda tool for importing new building/vehicle models into the game from forexample 3ds max? I really do crave for custom created models, because let's face it the current number and diversity of buildings and vehicles are very low.

If they don't because they are afraid of losing money from future DLC buildings/vehicles I think they are doing a mistake, I would not hesitate to download building/vehicle packs as DLC's alongside free custom content from the community.

Also I notice custom created models in the original CiM, how did they work that out? Did the devs play a part in that or did some modders just "crack" the code?

Thanks for replies.
 

DataTraveler

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Hi, is there any news on the possibility that the devs will release some kinda tool for importing new building/vehicle models into the game from forexample 3ds max? I really do crave for custom created models, because let's face it the current number and diversity of buildings and vehicles are very low.

If they don't because they are afraid of losing money from future DLC buildings/vehicles I think they are doing a mistake, I would not hesitate to download building/vehicle packs as DLC's alongside free custom content from the community.

Also I notice custom created models in the original CiM, how did they work that out? Did the devs play a part in that or did some modders just "crack" the code?

Thanks for replies.

If I recall correctly CO can not do that because of the unity licence and/or because creating such tool would consume too much time. CO has more important stuff to do right now.
 

co_martsu

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Aug 25, 2010
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Hi Lakenstaken,

Unfortunately we don't have the opportunity to start working on a tool to import objects to the game at the moment.

Cities in Motion 1 was built with our in-house engine, which was easy for modders to customize. We changed to Unity for the multiplayer support and better performances for CIM2. The situation changed for modding so that we would have to develop a separate tool for importing objects. We've made all the modding tools that are possible at the moment (map and scenario editors and rule set) and hope you enjoy those!

I'm looking forward to seeing mods for Cities in Motion 2 like there were for the first one!
 

eis_os

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Consider hiring me or Immi? :p

Loading a Wavefront Obj shouldn't be that hard into the unity engine. A property editor could be added a bit like the rule set editor. Animation would be a different story, but if we can get a animated object source code 3d file we surely will find a way to load them in Unity at runtime.
My unreleased bundlecodec can read assets and bundle files, unpack & pack raw blobs (well and annotated extra data) without using Unity Free or Unity Pro to json format with a straight c implementation without using any external dependencies.

-edit-
I have the necessary knowledge to patch CIM2 to add new program code to load external data, it's a ton of work and I guess that would upset CO/Paradox.
I wish to make addons work as drop in files, so I still try the bundle way...

CIM1:
Immi created a converter, I modified the converter. We have around ~10 users in the community to do such tasks, analysing the file format and writing tools ourself.
 
Last edited:

ggjono

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Consider hiring me or Immi? :p

Loading a Wavefront Obj shouldn't be that hard into the unity engine. A property editor could be added a bit like the rule set editor. Animation would be a different story, but if we can get a animated object source code 3d file we surely will find a way to load them in Unity at runtime.
My unreleased bundlecodec can read assets and bundle files, unpack & pack raw blobs (well and annotated extra data) without using Unity Free or Unity Pro to json format with a straight c implementation without using any external dependencies.

-edit-
I have the necessary knowledge to patch CIM2 to add new program code to load external data, it's a ton of work and I guess that would upset CO/Paradox.
I wish to make addons work as drop in files, so I still try the bundle way...

CIM1:
Immi created a converter, I modified the converter. We have around ~10 users in the community to do such tasks, analysing the file format and writing tools ourself.

If you could make mods work and be able to create them i think you will be a hero.
Also i am sure co has said before that they will support people who wish to try and create modding tools if i remember correctly i have no idea what thread it was in or when it was but i can clearly remember them saying that they would help :)