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Updates in progress... Please stand by... 01/22/2016We're still in the middle of updating things, please bear with us! Some things may appear strange or not quite working right - we're working on it!
821 posts in this topic
Highway Sign Maker - For Cities Skylines?
I have 0 modding experience with Cities Skylines. I can 3D Model fairly decently but I am not a programmer.
Anyway onto my questions.
I wanted to eventually make a mod that literally allows users to "plop" custom Highway Signs instead of having to 3D Model them or custom make them for each interchange. It could be completely modular or it could work with the currently existing "Street Name" mod. So lets say for example that you have a stretch of highway and it has an interchange. The mod would do the following things for each interchange:
Remove the existing Cities Skylines Highway Sign Prop By default, place a modern / realistic gantry or sign post near the exit ramp. Upon its initial appearance the post will be incomplete and will not have a sign attached to it. The user will select the post and will be brought to an interface to assign the sign's data and other specifications. User will select the type of post. Whether it be an overhead gantry that spans across the entire carriageway, or a post on the side of the road. The street name, route number, herald, exit number, direction, control name can all be set for the sign in this interface If a user has the street name mod, the sign can be set to automatically detect the name of the street at the end of the ramp to pretty much automatically generate a sign. Multiple sign boards on one gantry would be possible. (For example a sign over the main carriage confirming the router number / direction advising that you're traveling in, and another board to the right (or left UK) advising the information for the current exit) Provide the ability to generate approach signs. By default their distances would be set to 1/2 mile and 1 mile (like real life) but they can be altered aswell. Approach signs would also be modifiable to include other information If two approach signs are within 1/4th of a mile of each other, they will automatically be merged to avoid cluttering. The Mechanics:
The interface will use pre-fabbed sign boards (so the game will not have to create shapes / 3D models in-game) and will use the data the user enters to determine which sign board is most appropriate according to size. In essence, everything will be built to fit in the smallest board possible, but if a larger board is needed, it will use a larger board. Approach signs will automatically merge if they're too close to each other, however; it will be possible to customize approach signs or de-merge them if necessary. Approach signs will also merge onto the control sign at a previous exit if its within 1/4th of a mile of the previous exit. Signs will avoid spawning under overpasses, but they CAN spawn on bridges. Users can import their own Heralds and define in the game how the route numbers will be placed on those Heralds The mod would be made to support multiple Heralds. The mod would be made to support automatic exit numbering, with an offset number aswell for interstates leading into your city (I.E. the first exit for your city is Exit 50 instead of Exit 1) Can be controlled by mile OR by actual exit. 2 Lane Highways will Generate a Rural Post (on the side) by default. 3 and 4 Lane Highways will Generate an overhead Gantry by default. Basically the idea is to provide a way to generate highway signs for those who don't want to 3D model a sign for every exit they have. Once again this is all still theory. Nothing is in the works yet. This thread is asking if my idea is even possible, and if it is..where would I begin?
Paeng's Playgrounds 205
Here is a series of playgrounds and related structures that will give you the means to set up nice areas for our kids inside parks, suburbia and residential areas.
All together there are 9 lots of various sizes and layouts. You can use them standalone or in combination with the (fully compatible) Parks205 collection.
* MAS71 PropPack Vol03
If you are using the Parks205 you're all set. If you don't, you need these additional items for the playgrounds:
* Paeng Texture Pack v103
* Murimk Props Vol. 02 (Parks and Fences)
* SG 01 Megapack
All playgrounds give the normal little perks you'd expect from park lots.
They are located in the Parks menu with custom icons.
See the ingame menu for more infos.
Put the whole bundle into "(My )Documents/Plugins".
To un-install - bulldoze all lots you may have plopped from this pack, then remove it completely from your Plugins.
Should you need support for these items please visit the
Paeng Production Forum
Paeng's PedMall Parks
Yes, we finally can! What?! Yes, after all these years it is now possible to have nice PedMalls with all kinds of motifs, making them in effect regular little 1x1 parks that can be put together to form larger parks or alleys or plazas or such - all with full pedmall functionality... and teeming with life!
With that in mind you can now really plan for extended car(e)free pedestrian malls and shopping miles that are more than vast, empty and cold looking blobs of concrete (or "marble")... For this purpose I included 20 different 'PedMall Parks' for you to enjoy.
CAUTION! This is not your average 'Drop'n'Plop' Mod!
You MUST read the ReadMe, all the way to the end!
Otherwise your CPU will melt down, your RAM will delapidate
and your Monitor will catch the Pixel-Error-Pox!
I won't reprint the whole ReadMe in this description - the installation instructions need to be read in peace and quiet.
So here and now just a quick overview...
* NAM (I presume you're up-to-date with that
* PedMall NAM FaceLift Mod
(! More info on this link in the ReadMe !)
* SG Vol 01 Megapack
* Porkie Props Vol01 and Vol02
USING THE PEDMALLS IN THE GAME
The new lots are all under the FIRST pedmall icon (the white one with that awful single centered lamp post).
The specialty here: Plop a piece, move the mouse away and back again, click - a new piece will plop (so no need to bulldoze, just always move the mouse out and back in)... that way you can cycle through all the attached PedMall Parks in an endless loop. Be aware though that they plop totally random, so you need a little bit of patience if you are after a certain piece or a certain order. And yes, you can rotate the piece between clicks to get a different orientation.
Otherwise they function just the way any default PedMall functions.
See the additional screenshots for some impressions.
All items of this set come with the Maxis Default base texture ('white'), but can be treated with your favorite sidewalk mod - like the image above shows them with my 'Sandstone Mod'.
The items are all numbered (an enclosed image shows the numbers of the park pieces) - so for any you do not wish to use, just remove the corresponding DAT file from the folder.
! More important information in the ReadMe !
Kudos to Moonlight-san who wrote the actual Mod and made this pack possible. Thank you so much!
PedMall Park Lotting: Paeng
Should you need support for these items, please visit the
Have fun :-)
B62 Remastered: Lowes Home Improvement & Distribution Centers
Lowe's Companies, Inc. is an American company that operates a chain of retail home improvement and appliance store. Founded in 1946 in North Wilkesboro, North Carolina, the chain has 1,840 stores in the United States, Canada, and Mexico. Lowe's is the second-largest hardware chain in the United States behind The Home Depot and ahead of Menards. Globally, Lowe's is also the second-largest hardware chain, again behind The Home Depot but ahead of the European stores B&Q and OBI. (source)
This BAT was originally created by Bobbo662 (aka B62). Unfortunately, due to real life circumstances, he was unable to finish the lot and was just sitting around on his hard drive. After talking with him, he graciously handed his work over to me to finish and subsequently upload for yall. For comments/feedback/critique/praise or just to see what's coming up next, visit my lot thread here.
This upload contains TWO lots:
Lowes Home Improvement Store: 12x12 CS$ Plop
Lowes Distribution Center: 13x11 CS$ Plop
Jobs : 250 CS$
Plop Cost : $55000
Bulldoze Cost : $5500
Power Consumed : 20
Water Consumed : 5
Air/Water Pollution : Negligable
Garbage Pollution : 20 over 5 tiles
Flamability : 35
Yall should have most if not all of these already...
BSC Mega Texture Cycledogg v01
BSC Mega Props - SG Vol 01
SHK Parking Pack
BSC Mega Props - JES Vol01
BSC Mega Props - JES Vol02
And above all... have fun!
b62 Remastered: Walmart Supercenter
"Sam Walton started his discount store and the simple idea of selling more for less, which has grown into the Walmart brand, the largest retailer in the world. Today, nearly 260 million customers visit more than 11,500 stores under 65 banners in 28 countries each week. With fiscal year 2015 net sales of $482.2 billion, Walmart employs 2.2 million associates worldwide – 1.4 million in the U.S. alone." (source) This BAT was originally created by Bobbo662 (aka B62). Unfortunately, due to real life circumstances, he was unable to finish the lot and was just sitting around on his hard drive. After talking with him, he graciously handed his work over to me to finish and subsequently upload for yall. For comments/feedback/critique/praise or just to see what's coming up next (I have a dozen? b62 building in queue), visit my lot thread here. -------
12x14 LM Plop
200 CS$ Jobs
Plop Cost : $35000
Bulldoze Cost : $3500
Water Consumed : 8
Power Consumed : 30
Air Pollution : 0
Water Pollution : 2 over 5 tiles
Garbage Pollution : 14 over 4 tiles
Flamability : 35
SHK Parking Pack
BSC Mega Props - SG Vol 01
BSC Mega Texture Cycledogg v01
(lot is also shown with the Maxis Tree Replacement Mod; trees will appear as default Maxis without it)
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