Cities XL 3D Modding: Vehicle Technical Information[]
Triangles[]
LOD | Triangles |
L1 | 2500 |
L2 | 1000 |
L3 of vehicles are generated by code.
Textures[]
Textures | L1 | L2 |
Diffuse | 512x512 | Same texture and same material as L1 no duplicated, resize in code |
Normal | 512x512 | |
Specular | 128x128 | |
Reflection | 128x128 |
We need the diffuse textures in PSD with separate color layers to create (with programming) color variation of vehicles.
- Example: V_CA_sui01_dif_L1.psd
Template[]
► Size:
- The vehicle’s size is defined by their category (truck, car, Motorbike…) and their cultures.
► Pivot Position:
- The character has its pivot in X0; Y0; Z0 in the Max scene.
Top View in 3dsmax[]
Front View in 3dsmax[]
Naming Convention[]
Type of asset:
- B = Building
- H = House
- V = Vehicle
- C = Character
- F = Furniture
- D = Décors
► The cultures Vehicle: V_type_culture##
- Elite Eli Ultra rich
- Suit Sui rich
- bobo Bob rich
- all am All Middle Class
- fringe Fri Middle Class
- Low life Low Working Class
- Type :
- CA = Car
- MO = Motorbike
- Example:
- For a car suit Vehicle, the max scene is called:
- V_CA_sui01.max
- In the max scene there will be 1 vehicle with all its LODs:
- V_CA_sui01_L1
- V_CA_sui01_L2
- The materials are called:
- V_CA_sui01_L1
- The textures will be called:
Textures | Slot 3dsMax | L1 name |
Diffuse | Diffuse | V_CA_sui01_dif_L1 |
Normal | Bump | V_CA_sui01_bp_L1 |
Specular | Specular level | V_CA_sui01_sp_L1 |
Reflection | Reflection | V_CA_sui01_rf_L1 |
► The non-cultures Vehicle: V_type_workgroup##
- Type:
- CA = Car
- MO = Motorbike
- TR = Truck
- BO = Boat
- AI = Airplane
- Workgroup:
- _env Environment (gardener…)
- _hea Health (medic…)
- _pro Procurement (pizza planet car…)
- _fir Safety (firetruck…)
- _sec Security (policecar …)
- _ent Entertainment (sport…)
- _msc Miscellaneous (gang cars…)
- Tycoon
- Farm :_tycFarm
- Car :_tycCar
- Oil :_tycOil
- Train :_tycTrain
- Utilities : _tycUtilities??
- Ski :_tycSki
- Example:
- For a truck utilities Vehicle, the max scene is called:
- V_TR_uti01.max
- In the max scene there will be 1 vehicle with all its LODs:
- V_TR_uti01_L1
- V_TR_uti01_L2
- The materials are called:
- V_TR_uti01_L1
- The textures will be called:
Textures | Slot 3dsMax | L1 name |
Diffuse | Diffuse | V_TR_uti01_dif _L1 |
Normal | Bump | V_TR_uti01_bp_L1 |
Specular | Specular level | V_TR_uti01_sp_L1 |
Reflection | reflection | V_TR_uti01_ref_L1 |
- Write the correct Shader in the vehicle’s properties: SHADER = Car