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Asset template

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2023-11-30更新

    

最新编辑:Lu_23333

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更新日期:2023-11-30

  

最新编辑:Lu_23333

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While creating a new asset you will be asked to select an asset template. By selecting one, certain properties are attached to the asset which might be editable using ModTools[1] or Hexeditors.

Known properties[2]

property info
m_createRuining When enabled, causes props and trees to spawn a dirt patch at the base. That dirt patch can sometimes be an eyesore, so thank you CO for exposing this.

Default is on.

m_autoRemove When enabled, asset will be automatically bulldozed when you try to place something over it. Like when you plop a school over some residential buildings. A small bulldoze icon appears over them, and they get highlighted. But you can still plop it. Useful.

Default is off.

m_circular Tick this box to make your asset circular. Unsure exactly how size is translated. This effect is not seen in the Asset Editor. You can see it only in-game. Assets will still load as quads in the editor.

Default is off.

m_clipTerrain We suspects this affects the way the base of the model interacts with the terrain. There is a post about it in the Paradox forums, although without that many answers (more info needed).
m_flattenTerrain Same as above, but a bit more obvious. Still have not tested extensively so more information is needed.
m_fullGravel, m_fullPavement It does what it says in the box. Tick either of these to have the entire ground surface of the asset rendered as gravel or pavement.
m_placementMode Roadside (00 in Hex editor) - Asset must be plopped alongside a road (how annoying). Most assets have this as default, but not all obviously.
  • ShoreLine (01) - Asset must be plopped along the shore, like water and sewage pumps.
  • OnWater (02) - Asset must be plopped inside water, like the advanced wind turbine.
  • OnGround (03) - Asset can be plopped anywhere on the ground (excluding steep slopes) With this mode, any road, highway and rail stubs (maybe ped too, haven't tested) that you place inside your asset in a way that they overhang, will snap to the ends of existing roads, rail or highway. Like TBP's Modular Avenue pieces do. The exception is they won't snap to ends that are themselves part of another non-intersection asset.
  • OnSurface (04) - Asset can be placed on any surface as long as it doesn't collide with other assets and the terrain is not too steep. This is the default for intersection assets. Allows you to plop on ground AND/OR on water. Needs more testing.
m_useColorVariations This allows for colour variations on the main asset model. It's automatically on for stuff that has a large model like the train station template, and other stuff (haven't been tested extensively) But it's off for parks. So in theory we can turn this on and have the model change colours on parks too.

UPDATE: It seems this feature is currently not working for most asset templates.
Confirmed to work: LC Lvl1, HC Lvl1

m_expandFrontYard This doesn't seem to have an effect, unless the asset is circular. TPB used this on a circular Modular Avenue piece to allow the zoning to reach a road curve that's not near the edge of the asset. It doesn't go all the way, but it did add a few zonable spaces.

Needs more testing, effect might be dynamic, ie. perhaps the zones expand once stuff grows on them.

m_placementStyle Options are Manual, Automatic, Procedural.

Most assets (or all?) have this set to Manual.
Have not tested.

m_material This property is only available with assets that have imported models. It's included because it seems you can change the base colour of the model here.

It's grey as default. It seems if you change the shade of grey here you can control the lighting on your model.
More info needed.

m_MaxBrightness, m_MinBrightness Unsure what the effects are or how exactly to manipulate it.

Need more info.

m_MaxScale, m_MinScale These are properties exclusive to Tree assets.

They control the range of sizes that trees appear at when placed.
Set both values to the same number to have no variation in size.
Testing this confirms it works.

m_UICategory, m_UIEditorCategory The properties seem obvious but we've not succeeded in changing an item's menu location yet. Need more info, what do these do? How to manipulate properly? Seems its not fully exposed at the moment.

More info needed.

m_UIPriority This is a very nice property that allows you to group your assets together in their menu.

Most stuff has this set to 0 by default. Hence the mess in the menus.
Can be a negative number.
More information on how to handle a very large amount of menu items is needed. Perhaps an index to toggle the UI's layer priority. Or even better, let users organize the order themselves?

m_variations This is an extremely interesting property of trees, and possibly props too.

Not clear how it works, but there are fields for prefab IDs or something similar.
It may be possible to have actual model variations of your tree, so that when you plop them they not only change size but also shape and structure.
Need more info!

m_noBase This one may have great potential.

What it might do is remove the "foundation" part of models, so that there will not be a ugly grey block showing if the ground is uneven under, say, rock models.

Key
Green Information complete / more or less complete. New details however are still welcomed.
Orange Partial or lack of information clarity.
Red Unknown / very little information.
Note

Different types of assets have different properties. For instance, only props and tress have the m_createRuining property, which causes the dirt-patch to appear when plopped.
For the sake of clarity, we won't include include properties who's effects are too obvious, or uninteresting.
We'll also include properties that look interesting, even if it's not fully clear how to use them.
Again, if you have any knowledge on these properties, you're input will be greatly appreciated

FAQ

What is ToolController and m_editPrefabInfo?
It's clear this is where most of these variables that we can manipulate are located, related to items you can plop in the game.

How do I examine m_editPrefabInfo?
The best way I know of is through a mod called ModTools by BloodyPenguin[1] which is based on nlight's ModTools.
Once you have the mod, enable it in "Content Manager", then open an asset that you wish to examine in the "Asset Editor".
Click anywhere in the editor scene, then press CTRL+E to open the Mod Tools Explorer.
On your left is a huge list of exemplars. Find "ToolController. Click on it.
Then just down the list is another instance of ToolController, Click on it.
Welcome to the Tool Controller!
As you can see there are a bunch of lines of code and variables that we can apparently edit, but for now we've only learned what the stuff inside the PrefabInfo m_editPrefabInfo section does.
So find the line that reads PrefabInfo m_editPrefabInfo and collapse it. This is where we will be fiddling with stuff.

Why should I examine ToolController and m_EditPrefabInfo?
If you want to modify your assets in certain ways, to make them more appealing or for any other practical reason, you'll want to learn your way around this interface.

See also

References

说明

请帮助检查更新本页。最后检查:版本1.7

本页内容最初译自官方Wiki:Asset template,经双方编辑后内容可能与来源不同。