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I will be sharing my next assets in this topic, you can check my previous assets here in my workshop page . I finished my old bridge asset and this will be the first asset in this topic I hope you like it. Detailed information is provided in asset page.
As I gazed at the peeks of MrMiyagi's Paradise Reef green mountains, I said to myself, it would be nice if we could have clouds that brushed against the mountains like we see in the Caribbean and many tropical locations where some clouds hang low. Or even look down through clouds at our cities and regions. Or how about taking a first person flight through them in a plane or helicopter. Then @RonyX69 provides us with a script for the rotor shader so we can have semi-transparency and eventually it hit me to try and make 3D cloud billboards just to see what would happen. I also took inspiration from the cloud billboards in Flight Simulator X.
I have mixed feelings about the results so far and I'm not sure if this will go all the way to a workshop item. But I think it's worth a try.
Starting the billboard method:
First thing is to make a plane and map it with the desired cloud texture. Then it's important to duplicate the plane, flip it so the normals are facing opposite directions, offset it a bit so no z-fighting, and then mirror the UV in both X and Y (in Blender). At this point there is a lot more experimenting to do in order to get an good billboard orientation to see a seamless cloud when rotating the best we can so we don't see too many edges from the sides. I will be studying cloud billboard methods and share any interesting info I find. There are many possibilities with all kinds of cloud formations.
How the game renders them...so far:
The clouds do not have a smooth transition between the closeup intended look and the LODs. At LOD distance, they develop hard edges and lose the fluffiness.They also disappear off and on I think when in LOD transition. I don't know if this is a permanent limitation with the rotor shader or if we can overcome it. If not, the best this kind of asset can be is screenshot candy. Also it would be a good idea to make some kind of anchor like a rock so when you want to bulldoze the clouds, you know where the base is since it's high above.
Current challenge: To make better cloud billboards and see if the LOD transition can be improved.
Below are some screenshots of my experiment so far. I did the mesh as a quick test model so please excuse the shape.
The rest are shots I took forcing good angles with the camera
Next I will make better billboard formations. Maybe some can be simple flat meshes for shots right under or over them. All thoughts and suggestions are welcome.
By CSL Info Squad
UPDATE: This thread is no longer being maintained.
Information within may be incomplete or obsolete, and is kept here for legacy purposes.
CITIES : SKYLINES ASSEMBLIES REFERENCE
What is an assembly? In C#, the language Cities : Skylines is written in,
" An assembly is a file that is automatically generated by the compiler upon successful compilation of every .NET application. It can be either a Dynamic Link Library or an executable file. " - From CodeGuru.com
In this case, I'm talking about Dynamic Link Libraries, also known as DLL files. More specifically, I'm talking about the libraries of code the game uses.
They can be found inside the game installation directory, usually in "C:\Program Files (x86)\Steam\steamapps\common\Cities_Skylines\Cities_Data\Managed".
If you look in this folder, you'll find 18 files, only three (for now) of which we will be dealing with in this thread. They are:
Assembly-CSharp.dll ColossalManaged.dll ICities.dll
Publishing decompiled code is illegal and would get me in serious trouble, so I will be limited in what I can show you on here. In order to better understand this topic, you will need to examine these assemblies yourself. There is plenty of information on how to do this online. One good way is to get ILSpy.
This topic will just be about what the classes, fields and methods are and do, and an attempt to bring light into the way the game works internally.
I won't actually be showing you any of the actually code.
Also, at some point this topic will get too large, so I will probably just move the entire thing to the official documentation site, if possible, and link to it from here.
SM2 Abandoned Train Stop.
This train stop has been sitting in my hard drive for too long. Time to release it!.
Best plopped in those seedy parts of town....or industrial areas perhaps.
Plop cost 3000
Bulldoze cost 300
Power req 44
It still acts as a passenger station plus it will let freight trains go through it.
No dependencies and as a bonus it is also Maxis vanilla rail compatible.
Works like a charm!
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