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AutoHotkey as a Modding Tool
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[View the Tutorial]
This tutorial is aimed towards any custom content creator who regularly, or semi-regularly has to perform repetitive tasks in the Reader or any other application. Simple text scripts can be used to quickly and easily automate such tasks. Skills learned can also be applied to any program or procedure outside of Sc4 also.
This tutorial is worded simply so those with zero programming experience can complete their first script. This tutotial only covers a few of the basics. There are hundreds of more advanced functions for more experienced users. The AutoHotkey Help file is a great resource for this.
By Bad Peanut
so I've been waiting for sub buildings to become native so I could finally finish off Flinders Street Station (from Melbourne) here's a quick WIP look - probably will release sometime soonish - maybe next week.
Let me know what you guys think!
By Cyclone Boom
Index of Modding Tutorials & Information
In an attempt to consolidate various tutorials & info on C:S modding, this topic will serve as an index.
Basically, please post below links to anything aspiring modders may find useful!
Links to custom content related tutorials you've created in another topic (e.g. in this forum). Videos on YouTube, or similar video sites. Helpful links to online information / guides (e.g. Wiki articles, making best use of certain software features).
Note: If you wish to post a tutorial / share some personal advice, it's preferred to do so inside a new topic here in the modding forum. This way it keeps discussion contained inside individual topics, making each subject easier to follow, and allows the author to respond to comments.
I'll update links accordingly in the list below:
General Info (9 resources)
(Info) Modding API – Paradox Interactive
(Info) Unity Scripting API – Unity Technologies
(Info) Unity Manual – Unity Technologies
(Info) Location of User Data stored for the game – Paradox Interactive
(Info) Modding Properties Info Compendium – TPB / Skylines Info Squad
(Video) How to Install Cities: Skylines Mods – CapTon
(Video) How to Download Cities Skylines Mods on MAC – YouTube
(Video) Developer Stream: Mod Masterclass – HenkkaArt
(Tutorial) Unity Tutorials – Unity Technologies
3D Modelling (12 resources)
(Info) Polygon Count (Wiki article) – polycount
(Info) Free 3D Software and Resources for your Modelling Needs – Mr_Maison
(Info) An important reminder about Normal Maps – Cool_Z
(Video) Making a Custom Model for Cities Skylines – YouTube
(Video) Import Model from Blender to Cities: Skylines – YouTube
(Video) Blender: Creating low poly Stones and Rocks – YouTube
(Video) Importing Sketchup Models – YouTube
(Video) Basic Building UV Mapping with 3ds Max 2008 – YouTube
(Video) 3ds Max 2010 Tutorials (22 video playlist) – YouTube
(Video) Creation of a LOD model in 3ds Max – Shroomblaze
(Tutorial) How to turn a Model into Game Ready Asset (3ds Max) – Shroomblaze
(Tutorial) Bake Normal Maps for realistic, low-poly rocks, bushes and trees (and anything else) – boformer
Modding (14 resources)
(Info) NVIDIA Texture Tools for Adobe Photoshop – NVIDIA Corporation
(Tutorial) Illumination Map Texturing Overview – GC_Vos
(Tutorial) Detailed Nightlights – Cool_Z
(Tutorial) Common Nightlight mistakes you should avoid – Cool_Z
(Tutorial) Train Illumination.....a Different Animal – Mr_Maison
(Tutorial) How to make a Blinking Neon Sign – boformer
(Tutorial) How to create your own (complete) Building Style – boformer
(Tutorial) How to create a Building Theme Mod – Donnerwurm
(Tutorial) Manipulating networks with a Hex Editor – Sims firehouse
(Tutorial) Creating & Applying Custom Props – TallgeeseIV
(Tutorial) How to use Alphas for grilles or balconies – Cool_Z
(Tutorial) Floors for Reflective Buildings... and others too – Cool_Z
(Tutorial) Speculars without artefacts – Cool_Z
(Tutorial) Map Editor: How to recreate roads from the real world – Krozjin
(Tutorial) How to add lights to a prop – boformer
Assets (8 resources)
(Video) Create an Asset for Cities: Skylines from Scratch – BigMasterBig
(Tutorial) Asset Creation 101 – Shroomblaze & various collaborators
(Tutorial) How to add Custom Menu Icons to (almost) any Asset - The easier way – TPB
(Tutorial) How to add custom Content Manager Thumbnails to assets – TPB
(Tutorial) How to update your Workshop Assets - The easy way – TPB
(Tutorial) How to Place Assets Anywhere – TPB
(Tutorial) Remove Dirt from Tree and Prop Assets – TPB
(Tutorial) How to Change an Assets Category Tab while still retaining service info of another Category – Shroomblaze
Custom Content / Workshop (6 resources)
(Info) Steam Workshop "Who to follow?" Suggestions – TPB / Skylines Info Squad
(Info) Mod Compatibility Guide for After Dark – TPB
(Info) Mods that work with After Dark (Collection) – TPB
(Info) Illuminated Assets in Workshop, The Guide – TPB
(Info) Illuminated Assets in Workshop, The Collection – TPB
(Tutorial) Sub Buildings Enabler Documentation for Asset Creators – boformer
(Info) Content creator rights and how to enforce them - Avanya
(49 total resources)
See this page for a list of Workshop modding guides / info, which may not already be listed above.
I've been enjoying Cities: Skylines basically since release day, immensely helped by all the awesome stuff the community created, and felt that after so much taking, it was time for a little giving.
In real life I'm a front-end/C# developer, and in my free time I love to travel and run riot with my camera (and again web developing: recently my travel website went live, a labor of love/vitriolic hatred of 10 years). With that in mind, it's not surprising I ended up creating a mod that goes right after the aesthetics. The result: Ultimate Eyecandy *tadaaaa*
Some more action photo's.
Addendum April 4th, 2016:
I'm making slow but steady progress, not in the least by deciding to ditch a couple of features on my wishlist for a later stage
Most important for the time being is to create a stable and robust base to which future features can be added. What remains are basically the features that are visible in the various screenshots.
ETA for v1.0.0: for the time being unknown.
Wish list (not to be confused with a to-do lost - these are features I'd love to add, but not sure how feasible they are):
- setting to turn on/off building night lights at will, without messing with the actual simulation (based on what I've found so far, the two seem rather intertwined).
- color picker to change the fog color;
- color picker to change air pollution color;
- slider to change the strength of 'ground wetness';
- LUT Creator: apply various settings to a neutral LUT (color channels, brightness, contrast, lightness, etc.) and export/upload the result as a custom LUT;
- a modular set-up: this mod will be the core, and other graphics-related mods can be integrated as 'plug-ins', each with a menu item/tab of their own. Think (orphaned) mods like Dynamic Resolution, BorderCities and/or Ambient Occlusion;
- who knows what else I'll come up with (feel free to make suggestions!)
For who is this mod:
- modelers that want to take screenshots of their assets in every imaginable weather/ambient condition;
- players that like to have control over the environment when making Let's Plays;
- players that love to have a more artistic/photographic approach to taking screenshots;
- players that like to watch their city in different conditions without having to wait (for example until the game finally decides to let it rain);
- anyone else
- Boformer, BloodyPenguin and SamsamTS for making their mods publicly available on Github: I learned tons by just studying their mods;
- AJ3D for helping me to get started and taking my first baby steps in the wonderful world of CSL modding!
If anyone has questions, suggestions, comments or remarks, don't hesitate to let me know! After all, this mod will be for y'alls!
I have a couple of old lot packs that use a "dummy building" tecnique: they have a small box model and the building itself is a prop.
I find this situation annoying, to be honest. The old PIM usually causes the lots that use this technique to have an incorrect stage, and the properties are harder to recompute in PIM-X. Heck, sometimes the building prop isn't even properly modded and doesn't cast shadows or work with the query. Now, i understand this is old content, and I don't want to turn this into a rant, since the question I have is simple enough, I just couldn't help it...
I read somewhere that I could change the RKT1 property of the building exemplar to make it a null RKT, thus an invisible model: if I do this, can I get rid of the original dummy building? and, do I have to set every number in the RKT to 0, or only certain set?
Thanks in advance!
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