Import from Cities:Skylines

Discussion in 'Ideas and Suggestions' started by gigawert, Oct 10, 2016.

  1. gigawert

    gigawert
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    It would be a very neat feature to be able to import cities we've made in Cities:Skylines to the Beam engine, complete with terrain textures, buildings, vegetation, and roads. This would make city maps in BeamNG very easy to make! :)

    Edit: C:S uses Unity3D for their engine.
     
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  2. crashmaster

    crashmaster
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    I dont think that the buildings would look that great from up close like that. but it would be fun.
     
  3. gigawert

    gigawert
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    Well, they don't look that bad...
    upload_2016-10-9_17-16-59.png
     
  4. Dr. Death

    Dr. Death
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    Yeah... I get why it would be possible but you should understand why its almost a dumb thing to suggest, map that large and with overall detail close up that low would not end up looking good enough in game, besides, you would need to have every single object be modeled so that you can have some kind of modular editor based on the models from C:S
     
  5. crashmaster

    crashmaster
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    it does not look that bad but it also isnt that close either. id give it a try. i think i will give it a try actually. if im lucky i might get something out of it. ill post progress if i get something.
     
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  6. Dummiesman

    Dummiesman
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    NinjaRipper is able to rip geometry from DirectX games, it may be worth a try.
     
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  7. crashmaster

    crashmaster
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    this is exactly what im trying out. i just need to wait for cities skylines to download.
     
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  8. Dummiesman

    Dummiesman
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    If you're a Blender user, you may find this useful:

    https://github.com/Dummiesman/RipImport

    In combination with this mass import script:
    Code:
    import os, bpy
    
    path_to_rip_dir = "C:\\mypath\\to\\stuff"file_list = sorted(os.listdir(path_to_rip_dir))
    rip_list = [item for item in file_list if item.endswith('.rip')]
    
    # loop through the strings in obj_list and add the files to the scene
    for item in rip_list:
        path_to_file = os.path.join(path_to_rip_dir, item)
        bpy.ops.import_scene.rip(filepath = path_to_file)
    
     
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  9. crashmaster

    crashmaster
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    i actually use the 3ds max plugin they made to not mess up the uv mapping. but thanks. i might actually check it out anyways.
     
  10. Dummiesman

    Dummiesman
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    Mine is a nearly 1:1 clone of the Max version, except much much faster (MaxScript is slow :( ) :p

    But really was just posting in case you were a strictly Blender user.
     
  11. crashmaster

    crashmaster
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    i use blender only. the only reason i have 3ds max is because at the time there was no good plugins for blender and the ones i tried broke the uv mapping. the only thing i do with 3ds is import it and than export it so i can work on it with blender lol. ill probably try it. thanks for showing me this. also thanks for making it lol.
    --- Post updated ---
    bad news. what i feared is what happened.
    Screenshot (273).png Screenshot (274).png
    it imports the models, yes, textures seems like they are also working, but its all in a bunch, without the actual terrain of the map so you would still have to place everything manually. so you cant just take a map that you made in city skylines and completely convert it to beamng. its still possible but you would have to make the terrain by hand and place the buildings by hand as well. but i do have the buildings assets and textures and roads as well.
    --- Post updated ---
    Screenshot (275).png
    But as you can see the uv mapping also works. idk whats wrong with the textures tho because they seem very low quality compared to what it looks like in-game.
    Edit.
    Lower quality textures are for far distance. every houses has their own texture. its all ok.
    --- Post updated ---
    Sorry for spamming this thread.
    Screenshot (276).png
    textures are working correctly and all. no lower detailed textures. so if you wanna build a city you could use the city skylines assets.
    im done for the night tho.
     
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