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Greebo34

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Hi,

I was really hoping the 1.07c patch might address the preview icons on the build bar. I want to add a whole lot more from the steam workshop, (awesome community work) but with no easy graphical representation it's a chore.
Attachment enclosed to show exactly what I mean.

I've looked through the patch notes and I'm wondering if it was to be fixed? or is it still a work in progress to fix?
Anyone know of any info?

Thanks,

Greebo

upload_2015-4-8_13-49-31.png
 
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Daimond

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This patch and probably next is mainly to crush the few outstanding bugs with current things. This and others will be dealt with soon I imagine. Just with so many not being able to play, or just saver problems that makes them not be able to play or have fun like rest of us, little bit high on there list of things :)
 

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Greebo34

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This patch and probably next is mainly to crush the few outstanding bugs with current things. This and others will be dealt with soon I imagine. Just with so many not being able to play, or just saver problems that makes them not be able to play or have fun like rest of us, little bit high on there list of things :)

I guessed as much.

Definitely on our to-do list!

Thanks, Moo.
It's just when the game has been SO flawless for me. It's my biggest issue, lol. I would even like to be able to categorise different intersections (there are SOO many :)- )
I dont know if I'm just lucky, but it's just working so well on my PC in 3440x1440 :D
 

douglasrac

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Yes please. Prioritize this. It really annoying bug.

I was wondering, as not everybody got this bug (Win 7 x64 here) if I re-install from scratch if it would solve the problem. But I'm afraid to remove the game and when I re-install all the subscribed mods are not there anymore.
 

MiguelBazil

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From what @FX2K told me on his ultimate area fillers tool, on the comments, right now you have to export your assent and then import with an icon. In his own words:

At the moment, you can only add an icon yourself if importing a custom model, but since the model I imported ( a tiny cube) is also transparent, originally it showed up blank, usually it would show the model being imported... So I made the icon file 109x100px and saved it with the same name as the model but with a _thumb suffix, so myModel.fbx and the icon as myModel_thumb.png (it also needs to be in the import folder with the model)

Its impossible to add an icon without importing a Model as far as I am aware.

So this is the workaround, the mod/asset developers need to add the icons themselves by exporting/importing with icon. I'm still going to try to figure this out on my custom roundabouts.
 

FX2K

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I have started making all my assets this way, for now at least...

Example: http://steamcommunity.com/sharedfiles/filedetails/?id=421451637

And listed on the description of the few car parks I did last night are how I achieved it...

To answer the inevitable question.. How did I get the icons.. Here is how.
--------------------------------------------------------------------------------------------------
I exported a tiny cube from blender uv mapped to a set of 256x256 textures, including the diffuse & alpha textures.

The import folder for CS is here (copy paste into explorer)
%appdata%\..\Local\Colossal Order\Cities_Skylines\Addons\Import

So my folder now looks like this:
fx2k_invisiblemodel.fbx
fx2k_invisiblemodel_d.png
fx2k_invisiblemodel_a.png
fx2k_invisiblemodel_LOD.fbx
fx2k_invisiblemodel_lod_d.png
fx2k_invisiblemodel_lod_a.png

Those with suffix _a are just black images to make the model transparent.

I then created the icon ( dimensions are 109px x 100px ) and save it to the import folder as
fx2k_invisiblemodel_thumb.png

Total file size of all files at this point is: 26kb

I now reuse this set of files for creating assets, changing the icon to suite, but instead of going straight into a park, I import a building under whatever category I require.. The building being the invisible model.

I set the scale in the import window to something stupid like 0.01, even though its already small... and import.... Voila.

The only problem is you have to go through the import step each time you want a new item, its the only way to update the icon each time, so making variations of the same thing is a pita since you have to start from a blank slate each time... Even so, it helps a lot when playing, so its worth the extra effort IMO.

Hope it helps some of you ;)

I simply reuse the same set of files as a starting point, only changing the icon each time.
It sure makes life sooooo much easier when playing

1D2wMJ1.jpg


The alerts system on this forum are awesome btw :D
 
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Steve B.

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From what @FX2K told me on his ultimate area fillers tool, on the comments, right now you have to export your assent and then import with an icon. In his own words:



So this is the workaround, the mod/asset developers need to add the icons themselves by exporting/importing with icon. I'm still going to try to figure this out on my custom roundabouts.

But what confuses me is that the thumbnails show in the content manager but not in game.
 

FX2K

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But what confuses me is that the thumbnails show in the content manager but not in game.

The thumbnails in the content manager are not the same as those used in the games menu, which includes custom models which do have icons (like the hedge above), they are just what is used on steam workshop.

The thumbnails in game are different dimensions and if not specified when importing a model are captured from the import model preview window, rather than the asset editor 'screen capture'
 

akamal

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@FX2K, I don't suppose you'd be willing to post your 'dummy model' files somewhere would you? Having spent the last hour failing to get even a simple cube out of blender to show up game, I'm losing the will to live!
 

FX2K

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@FX2K, I don't suppose you'd be willing to post your 'dummy model' files somewhere would you? Having spent the last hour failing to get even a simple cube out of blender to show up game, I'm losing the will to live!

Sure, I don't think its the ideal way of doing it but until CO releases a fix, its the only way I could think of..
I'll leave the file on dropbox for a while but it won't be on there forever ;)

https://www.dropbox.com/s/v6sz5sa0wq6ropp/AssetTemplate.zip?dl=0

Also, FWIW, you don't need to keep renaming the files for different assets, just change/replace the icon.
 

akamal

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That's brilliant, thanks.

Edit:

Looks like it wasn't Blender I was struggling with afterall!

Just in case anyone else is having problems getting this to work for parks, it appears that you have to use something other than the Empty Park as a base. Using the Empty Park to build on seems to result in the asset not showing up in game at all (even though it works fine, icon and all, in the asset editor). Using any of the game's other built in parks as a base works fine though.
 
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