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Modding - 3D - Building Technical Information

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Triangles

T1

LOD Triangles
L1 2000
L2 1000
L3 500
L4 100

T2

LOD Triangles
L1 4000
L2 2000
L3 1000
L4 100

T3

LOD Triangles
L1 6000
L2 3000
L3 1500
L4 100

T4

LOD Triangles
L1 8000
L2 4000
L3 2000
L4 200

Textures

T1

Textures L1 L2 L3 L4
MAX MATERIAL Same name than mesh Same name than mesh Same name than mesh Same name than mesh
Diffuse 512x512 Same texture than L1 Same texture than L1 128x128 New map
Opacity 512x512 Same texture than L1 Same texture than L1 128x128 New map
Normal 256x256 Same texture than L1 Same texture than L1
Lightmap 256x256 256x256 256x256
Reflection 256x256 Same texture than L1 Same texture than L1
Specular 128x128 Same texture than L1 Same texture than L1
illumination 128x128 Same texture than L1 Same texture than L1 128x128 New map

T2

Textures L1 L2 L3 L4
MAX MATERIAL Same name than mesh Same name than mesh Same name than mesh Same name than mesh
Diffuse 512x1024 (or 1024x512) Same texture than L1 Same texture than L1 128x256 New map
Opacity 512x1024 (or 1024x512) Same texture than L1 Same texture than L1 128x256 New map
Normal 256x512 (or 512x256) Same texture than L1 Same texture than L1
Lightmap 256x512 (or 512x256) 256x512 (or 512x256) 256x512 (or 512x256)
Reflection 256x512 (or 512x256) Same texture than L1 Same texture than L1
Specular 128x256 or (256x128) Same texture than L1 Same texture than L1
illumination 128x256 or (256x128) Same texture than L1 Same texture than L1 128x256 New map

T3

Textures L1 L2 L3 L4
MAX MATERIAL Same name than mesh Same name than mesh Same name than mesh Same name than mesh
Diffuse 1024x1024 Same texture than L1 Same texture than L1 256x256 New map
Opacity 1024x1024 Same texture than L1 Same texture than L1 256x256 New map
Normal 512x512 Same texture than L1 Same texture than L1
Lightmap 512x512 512x512 512x512
Reflection 512x512 Same texture than L1 Same texture than L1
Specular 256x256 Same texture than L1 Same texture than L1
illumination 256x256 Same texture than L1 Same texture than L1 256x256 New map

T4

The L4 is a low poly with a baked texture, so there are more details in them like for the L1 lightmap texture; this is why the two textures for the L4 are so big!

Textures L1 L2 L3 L4
MAX MATERIAL Same name than mesh Same name than mesh Same name than mesh Same name than mesh
Diffuse 1024x1024 Same texture than L1 Same texture than L1 512x512 New map
Opacity 1024x1024 Same texture than L1 Same texture than L1 512x512 New map
Normal 512x512 Same texture than L1 Same texture than L1
Lightmap 512x512 512x512 512x512
Reflection 512x512 Same texture than L1 Same texture than L1
Specular 256x256 Same texture than L1 Same texture than L1
illumination 512x512 Same texture than L1 Same texture than L1 512x512 New map

Ground Dimensions for Residences

Size

Each building has a ground shape / carpet which determine its dimensions on the ground.

Mod Guide building ground shape

Pivots Position

The carpet is centered in X0 ; Y0 ; Z0 in the Max scene, as is the building’s pivot point, even if the building’s position can be offset from its own pivot.

Difference between T1, T2, T3 (House and Building)

Mod Guide building size comparison

The following size correspond to the building size (not the floor size)

T1 (all):
Small building house can’t touch the “carpet” border (so X <30m)
10m < X < 30m
10m < Y < 30m
3m < Z < 15m

T2 (house):
Some of this building must touch the carpet borders (so X<=40m)
And these building are really higher than T1
25m < X <= 40m
25m < Y <= 40m
15m < Z < 30m

T2 (Industries):
Some of these building are on 60m x 40m carpet
Some of this building must touch the carpet borders (so make 40m large)
And these building are really higher than T1
25m < X < 60m
25m < Y < 40m
15m < Z < 30m

T3 (house):
Higher and more impressive than T2
Carpet size = 60m x 60m
40m < X < 60m
40m < Y < 60m
30m < Z < 150m

T3 (Industries):
Higher and more impressive than T2
40m < X < 200m
40m < Y < 200m
30m < Z < 300m

T4:
Higher and more impressive than T3
Carpet size = 80m x 80m minimum

Occupation of residences on the ground (schematic)

Top view of buildings in 3dsmax


The images below serve only to give a rough proportion of the ground occupation of the building for the different sizes. Each building needs to have a size more or less coherent with the number of inhabitants inside. (See the building size on the diagrams). The ground carpet is strictly fixed. The T2 houses can touch the right, left and front side if necessary to give the impression of a real neighborhood. However, The T1 and T3 buildings cannot touch the sides of their carpets. The T3 buildings can vary with the different needs.


All the building’s objects need to be attached together. For the creation of buildings please see the step by step tutorial video.


Example:
T3 normal 60x60, big residence T3 60x80

Mod Guide Residence Buildings top view

Occupation of the Companies on the Ground (schematic)

The images below serve to illustrate how the buildings should occupy the ground at their disposal on the carpet. Each building size must have a size that is coherent with the number of people working within; with some leeway (see the grey out areas). The T2 and T3 can vary with the different needs.


The T2 companies can touch the right, left and front sides, depending on the needs. But, the T1 and T3 buildings cannot. Al the objects of a building must be attached together.


Example:
T3 normal 60x60, big factory T3 60x100

Mod Guide company Buildings top view

Naming Convention

Type of asset
B = Building _eli = Elite
H = House _sui = Suit
V = Vehicle _bob = Bobo
C = Character _all = Allam
F = Furnitures _fri = Fringe
D = Décors _low = Low life


Naming for Residences

The naming using the following format:

H_culture##_T#

There are 6 cultures but for residences they are regrouped into 4 social levels:

Elite Ultra rich _eli
suit/bobo rich _suiBob
all am/fringe Middle Class _allFri
Low life Working Class _low

Example

For an All Am/Fring T1 Home, the max file is called:
H_allFri01_T1.max
In the max file there is one building with its lods:
H_allFri01_T1_L1

H_allFri01_T1_L2 H_allFri01_T1_L3

H_allFri01_T1_L4
The materials will be called:
H_allFri01_T1_L1

H_allFri01_T1_L2 H_allFri01_T1_L3

H_allFri01_T1_L4

Naming for Companies

Naming using one of these three formats

B_type_culture##_T#
B_type_description##_T#
B_type##_T#


Type

_ind industrial (office, industry…)
_ent Entertainment (leisure…)
_env Environment (Park, plazza…)
_hea Health (medic, hospital…)
_hot Hotel (hotel)
_med Media (TV, radio)
_pro Procurement (shopping, market…)
_fir Safety (firedept…)
_sec Security (police…)
_tra training (training center upgrade culture……)
_sto Stock
_cth City hall
_vac Vacations
_soc Social peace
_ldmR Landmark Rich
_ldmP Landmark Poor


Special Type

_des destroyed building
_fou foundation
_bri Bridge
_ire indirect resourceDescription
Indirect resources are open cause of type of game we want (with a lot of update every month)
We will use type 2: B_ire_description##_T#Example:
Car dealer B_ire_cardealer01_T2
Estate agent B_ire_estateagent01_T2
_ldr Resident LandmarkDescription
Problem at this level because landmark must be cultured at the beginning but it seems that we can make group of culture.
*Elite = _eli
  • Suit = _sui
  • bobo = _bob
  • Allam = _all
  • Fringe = _fri
  • Low life = _low
  • All culture =_all
  • Rich (elite, suit, bobo) =_rich
  • Poor (lowlife,allam, fringe) =_poor
  • Fringe, bobo =_artist
  • Suit, allam =_traditonal
  • Other

many more combination could arrive so this list is open

_com Commodity ProducerDescription
*Oil = _comOi
  • Food = _comFo
  • Electricity = _comEl
  • Garbage = _comGa
  • Research = _comRe
  • Carbon credit = _comCc
  • Metal = _comMe
  • Water = _comWa
  • Minerals = _comMi
_hot HotelDescription
*Rich = _hotR
  • Poor = _hotP
_edu EducationDescription*School, University = _edu
  • Multiplier =_eduM
_trs Public TransportDescription
*Underground = _trsU
  • Airport = _trsA
  • Bus = _trsB
_tyc TycoonDescription
*Farm = _tycFarm
  • Car = _tycCar
  • Oil = _tycOil
  • Train = _tycTrain
  • Utilities = _tycUtil
  • Ski = _tycSki


The 6 cultures for companies, leisure, etc. are not grouped for the middle levels, as is the case for the houses. The keep the same principle as City Life:

Elite Ultra rich = _eli
Suit rich = _sui
Bobo rich = _bob
Fringe Middle Class = _fri
All am Middle Class = _all
Low life Working Class = _low


Example

For a size 3 Bobo leisure building, the Max scène will be called:

B_ ent _bob01_T3.max

(B for Building, ent for entertainment, bob01 for the culture, and it is the first building of that type, T3 for the size)

The max scene contains 1 building and its Lods:

B_ ent_bob01_T3_L1 
B_ ent_bob01_T3_L2 
B_ ent_bob01_T3_L3 
B_ ent_bob01_T3_L4
The materials will be called:
B_ ent_bob01_T3_L1 (This is applied to all lods except lod4) 

B_ ent_bob01_T3_L4


Naming for Texture

Textures Slot 3dsMax L1, L2, L3 name L4 name
Diffuse Diffuse B_ent_bob01_T3_dif_L1 (L2 or L3) B_ent_bob01_T3_dif_L4
Opacity Opacity B_ent_bob01_T3_opa_L1 (L2 or L3)
Normal Bump B_ent_bob01_T3_bp_L1 (L2 or L3)
Lightmap Displacement B_ent_bob01_T3_lm _L1 (L2 or L3)
Reflection Reflection B_ent_bob01_T3_rf _L1 (L2 or L3)
Specular Specular level B_ent_bob01_T3_sp_L1 (L2 or L3)
illumination Self illum. B_ent_bob01_T3_ill_L1 (L2 or L3) B_ent_bob01_T3_ill_L4


Write the correct Shader in the building’s properties

SHADER = Building (building, street furniture, deco…)

Example of Buildings

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