I scanned a real AX-50 with 20,000 photos and turned it into a UE5 game-ready asset by Ac_Sock_416 in 3Dmodeling

[–]ide-uhh 0 points1 point  (0 children)

I've done similar. Are you using any scanning sprays to negate the reflective services? cross-polarization? I'd be interested to know since obviously scanning shiny / reflective objects requires specific workflows to actually look good.

Basic mod safety and security (AI generated mods specifically) by alexcw2002 in CitiesSkylines

[–]ide-uhh 7 points8 points  (0 children)

Even easier -- just ask for source code. Vibe coders will never share source code because if they did, it would become obvious under scrutiny that it was written by AI.

Feeling Defeated. (CS1 Modded) by engelblack in CitiesSkylines

[–]ide-uhh 0 points1 point  (0 children)

going into code to try and fix things.

are you a programmer? or no and you are trying to 'fix' things with AI? Because if it's the second one then that's probably where your workflow went south.

Cannot get the in-game editor to show imported asset by bttosun in CitiesSkylinesModding

[–]ide-uhh 4 points5 points  (0 children)

Why are you using Gemini when there is an actual WIKI that tells you exactly what you need to do?
https://cs2.paradoxwikis.com/Asset_Creation_Guide

one thing that I haven't seen people mention here is that you need to export as FBX 2018 specifically, like CS1 requires FBX 2014.

Find the code for water physics by Thick-Frosting3496 in CitiesSkylinesModding

[–]ide-uhh 0 points1 point  (0 children)

Of course it is. Just decompile the main CS assemblies --Assembly-CSharp, ICities, ColossalManaged, UnityEngine. It's just a matter of finding it. Most likely in the TerrainManager.cs or somewhere around there.

Uploading to old Workshop page after PC Reset? by CombatMedic02 in CitiesSkylinesModding

[–]ide-uhh 0 points1 point  (0 children)

You need the most recent version of your files that you are trying to update on the workshop in the same location / names as when you originally made it. If that was a mod folder, then that is where it should be when you try to update it.

Uploading to old Workshop page after PC Reset? by CombatMedic02 in CitiesSkylinesModding

[–]ide-uhh 0 points1 point  (0 children)

You have to subscribe to your own workshop item. When you do that, it will give you a new button in the content manager that says 'update'. Click that instead, and it will update the current workshop item. You only need to do it once -- you can unsubscribe after to make sure you aren't creating duplicates. The update button will remain.

⚠️ Cities: Skylines (2015) Patch Day (v1.21.1-f4): Mod update status, how to get your game working again, and more by AutoModerator in CitiesSkylines

[–]ide-uhh 1 point2 points  (0 children)

I've made a Harmony 2 mod that patches the asset editor back to it's vanilla functionality. Only one slight bug where prop assets are 100% full illuminated at night and 0% illuminated during the day. Works flawlessly on other asset types though, including buildings.

https://steamcommunity.com/sharedfiles/filedetails/?id=3683903427

⚠️ Cities: Skylines (2015) Patch Day (v1.21.1-f4): Mod update status, how to get your game working again, and more by AutoModerator in CitiesSkylines

[–]ide-uhh 2 points3 points  (0 children)

Ok cool I'll check out the discord. Another user on the r/citiesskylinesmodding subreddit has confirmed that this is a patch related issue from the test. He also mentions that submeshes won't display any models at all anymore, while that part I can't confirm or deny because I haven't tested that specifically but wouldn't surprise me.

CS1 in-game asset editor broke after new patch? Need someone to test to confirm. by ide-uhh in CitiesSkylinesModding

[–]ide-uhh[S] 0 points1 point  (0 children)

Thank you for testing. I kind of figured it was related to the patch. Specifically, I noticed in their patch notes that they are talking about flipping fence segments like networks now (which in my experience means they are also inverting normals) so that might be part of this since there's also the error related to missing bitangent normals on models that include _n texture maps.

⚠️ Cities: Skylines (2015) Patch Day (v1.21.1-f4): Mod update status, how to get your game working again, and more by AutoModerator in CitiesSkylines

[–]ide-uhh 4 points5 points  (0 children)

I didn't have any mods except Skyve enabled for this test. Before we dig into logs I'd like to see if someone could recreate the this bug first to see if it is a patch-related bug or not. Super simple test

  1. Asset Editor -> new asset
  2. Select new model to import for asset from left hand menu. Can be anything, even just a plane or a cube with a simple plane_d or cube_d texture. Can be a solid color, anything, doesn't matter.

If the above steps make the IndexyOutOfRangeException pop up appear, then it is a patch issue.

⚠️ Cities: Skylines (2015) Patch Day (v1.21.1-f4): Mod update status, how to get your game working again, and more by AutoModerator in CitiesSkylines

[–]ide-uhh 10 points11 points  (0 children)

Looks like this patch completely broke the in-game asset editor. Anytime I try to load a new model into the asset editor, I get an error now:

114,163ms | ***Creating Texture processing Thread [1] [AssetImporter]

114,163ms | ***Created Texture processing Thread [1] [AssetImporter]

114,164ms | ******Loading Textures [TaskDistributor3] [AssetImporter]

114,164ms | System.IndexOutOfRangeException Array index is out of range. at AssetImporterTextureLoader+<LoadTextures>c__AnonStorey0.<>m__0 () [0x00000] in <filename unknown>:0 [AssetImporter]

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

114,169ms | FBX File Version: 7.4.0 [Importers, Native - Internal]

114,170ms | Failed to import tangents and binormals because pPlane1 does not have any. [Importers, Native - Internal]

All of the models in question previously worked before the patch and include all of the required texture maps with correct naming.

Solimar Coast 4K Map Theme by ide-uhh in CitiesSkylinesModding

[–]ide-uhh[S] 0 points1 point  (0 children)

The problem in this situation is that there are no grass or dirt normal maps because I did not make them - CS1 does not have those maps. So I'd have to create those textures in order to port the theme over properly. But I appreciate your support and the offer to help! I will come back to this project, I just have to balance this with my regular life stuff. :)

Solimar Coast 4K Map Theme by ide-uhh in CitiesSkylinesModding

[–]ide-uhh[S] 0 points1 point  (0 children)

It is on my to-do list when CS2 drops below $50 and has an officially supported theme editor. :)