Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It's still a good tool tho, for easy road extraction.
Appreciate your effort but I would extract items w modtools and open import folder w this tool
- Added new "Sort" and "Hide/Show Duplicate Points" buttons in the mesh points window
- Fixed error when dumping loaded networks
- Fixed error when dumping textureless networks
- Removed "TempInstance" prefix from dumped filenames
System.NullReferenceException: Object reference not set to an instance of an object
at RoadDumpTools.DumpProcessing.FindMesh (System.String networkName_init) [0x00000] in <filename unknown>:0
at RoadDumpTools.DumpProcessing.DumpNetworks (Boolean endPopup) [0x00000] in <filename unknown>:0
shifting lanes over eachother doesn't work in that way, the networks are built with traffic assigned a distance out from the center (0). the closest you'll get is creating a node between 2 points and using IMT to mark the switch and TM:PE to get the traffic to switch from the section on the 1 side to the other. same is true for other lines like if you want a bus-lane to go from the outside to the inside of a 6-lane (3-3) road
https://amp.reddit.com/r/CitiesSkylines/comments/dc5dmo/how_to_build_custom_roads_in_cities_skylines_part/
If you try to dump the National Road with lods, and reimport the files, the lod gets a bit to wide. Any suggestions?
- View Mesh Points button more reliable
- Updated NetInfo XML formatting
- Fixed keyboard shortcut issue
at (wrapper managed-to-native) UnityEngine.Object:get_name ()
at RoadDumpTools.DumpProcessing.DumpNetworks (Boolean endPopup) [0x00000] in <filename unknown>:0
System.ArgumentException: Mesh Dumping Error - Check Point Replacer Input
at RoadDumpTools.DumpProcessing.DumpMeshToOBJ (UnityEngine.Mesh mesh, System.String fileName, .NetInfo loadedPb, Boolean isDumping) [0x00000] in <filename unknown>:0
at RoadDumpTools.DumpProcessing.DumpNetworks (Boolean endPopup) [0x00000] in <filename unknown>:0
System.Exception: Elevated Elevation Does Not Exist
at RoadDumpTools.DumpProcessing.FindMesh (System.String networkName_init) [0x00000] in <filename unknown>:0
at RoadDumpTools.DumpProcessing.DumpNetworks (Boolean endPopup) [0x00000] in <filename unknown>:0
Changes:
-Added optional NetInfo xml exporting (for use in VictoriaCity’s upcoming RoadImporter mod)
-Added toggle for default texture skipping
-Added option to generate lod pngs at the same time as dumping
-Added warning if “Texture Quality” in vanilla settings is not set to “High”
-View mesh points now opens with single click initially
-Fixed dropdown arrow locations
I managed to modify the mesh points and In fact he does not like float (ex -18.5)
Several points are disordered:
PointListView [www.casimages.com]
Maybe at line 137 in PointListView:
if (Mathf.Approximately(meshVertices[a].z, 32f))
??
Do you have a solution?
thank you in advance