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    4. AutoHotkey as a Modding Tool
    5. How to make a visually pleasing slope
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AutoHotkey as a Modding Tool

Before voting, please remember to:
[View the Tutorial]
  :read:

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.



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      Very interesting "How To" , but way beyond my PC smarts . I should have stayed in school , they tried to teach us programming . I was just hard headed . :(  But for those that have better PC skills than I , will probably find this to be a must have reference for their modding needs  . :yes:


  Edited by raynev1

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    • By Cyclone Boom
      Cities: Skylines
      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!

      For example:
      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:
       

      Modding 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

      Modding   (3 resources)
      (Tutorial) Modding Tutorial 0: Your first mod - boformer
      (Tutorial)  How to create a Building Theme Mod – Donnerwurm
      (Tutorial)  Manipulating networks with a Hex Editor – Sims firehouse

      3D Modelling   (13 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)  Create an Asset for Cities: Skylines from Scratch – BigMasterBig
      (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
      (Video) Lowpoly stones and rocks (Blender) - YouTube
      (Tutorial)  How to turn a Model into Game Ready Asset (3ds Max) – Shroomblaze

      Asset Texturing   (12 resources)
      (Info)  NVIDIA Texture Tools for Adobe Photoshop – NVIDIA Corporation
      (Video) LOD Texture Baking (3DS Max) - Ronyx
      (Video) LOD Texture Baking (Blender) - Jerenable
      (Tutorial)  Bake Normal Maps for realistic, low-poly rocks, bushes and trees (and anything else) – boformer
      (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 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

      Assets   (12 resources)
      (Tutorial)  Asset Creation 101 – Shroomblaze & various collaborators
      (Tutorial)  Creating & Applying Custom Props – TallgeeseIV
      (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 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
      (Tutorial)  How to make a Blinking Neon Sign – boformer
      (Tutorial)  How to add lights to a prop – boformer
      (Tutorial)  How to create your own (complete) Building Style – boformer
      (Tutorial) Tutorial for Decal Creators - boformer
      (Video) Big Decals - Ronyx

      Custom Content / Workshop   (4 resources)
      (Info)  Steam Workshop "Who to follow?" Suggestions – TPB / Skylines Info Squad
      (Info)  Content creator rights and how to enforce them - Avanya
      (Tutorial)  Sub Buildings Enabler Documentation for Asset Creators – boformer
      (Tutorial)  How to update your Workshop Assets - The easy way – TPB
       
      (53 total resources)
       
      Note:
      See this page for a list of Workshop modding guides / info, which may not already be listed above.
       
    • By boformer
      In this tutorial, we will create a basic mod in two different ways: With a simple text editor, and with the Visual Studio IDE.
      Cities: Skylines uses the Unity Engine, which is based on Mono, an open source implementation of the .NET framework that runs on Windows, Mac and Linux. That means the same code can be used on all of these platforms. The .NET framework is comparable to Java. It's basically a set of libraries and a virtual machine that runs your .NET applications.
      C# is the most common programming language that can be used to create .NET applications and libraries. It's very similar to Java (just better!).
      After writing your mod in C#, you have to compile it to create machine readable code. Cities: Skylines comes with an integrated compiler. It works like this:
      [.cs files containing raw C# code] → [COMPILER] → [compiled .dll file] The .dll file is your compiled mod (what you usually download from the Workshop).
      Alternatively, your can use an external compiler like the one provided by Visual Studio (see Method 2).
       
      Method 1: Using Notepad, let the game compile
      First we will create a mod with the tools provided by the game.
      The game searches for mod source folders in the directory C:\Users\<YourName>\AppData\Local\Colossal Order\Cities_Skylines\Addons\Mods.
      In this folder, create a new directory named "FirstMod". Inside of the new directory, create another folder named "Source". That's the directory for the .cs files

       
      Open Notepad (or your favourite text editor) and enter this code:
      // Makes UnityEngine and Cities: Skylines API classes available for use using ICities; using UnityEngine; // the namespace makes the names of your classes unique. // Naming: You can just use the name of your mod, it doesn't really matter. Spaces are not allowed. namespace Tutorial { // This defines a class that implements IUserMod. // The class defines the name and description displayed in the content manager. // The game searches for these classes. Every working mod must contain one class implementing IUserMod. // Naming: Just append "Mod" to the name of your mod, like "NetworkSkins" -> "NetworkSkinsMod". Spaces are not allowed. public class MyFirstMod : IUserMod { // this defines the title of your mod displayed in content manager public string Name { get { return "My First Mod"; } } // this defines the description of your mod displayed in content manager public string Description { get { return "Hello World, this is my first mod!"; } } } } (Lines starting with "//" are comments. You can add your own or remove them without affecting anything.)
       
      Save the file in the "Source" directory. Name it FirstMod.cs (in the file type dropdown, select "All Files").

       
      Now just start your game. The game compiles your mod on start up. You will find it in the content manager:

      You will also notice a new .dll file in your mod directory. That's your compiled mod:

      So far we didn't add functionality to the mod. It only spawns the item in content manager.
      The big problem of Notepad and the game compiler is that it is hard to find errors in your code. You will have to restart your game many times. That's where Visual Studio comes into play...
       
      Method 2: Using Visual Studio (recommended)
      Visual Studio is a specialized IDE for C#/.NET development. It helps you to find errors in your code, and it autocompletes code statements for you, and it compiles your mod much faster than the game. It is also a requirement for advanced modding techniques like detours. The following tutorials will be based on Visual Studio.
      First of all, download and install Visual Studio Community 2017 for free.
      Make sure that the .NET desktop development feature is checked. Also enable the individual component .NET Framework 3.5 development tools.
      Create a new project in VS2017:
      Select File > New > Project On the left, select Templates > Visual C# > .Net Standard Select "Class Library (.NET Standard)" In the top, select ".NET Framework 3.5" in the dropdown menu (Important!) In the bottom, enter "SecondMod" as the name and solution name. and choose a location for your project files (e.g. your desktop) Press OK
      Visual Studio will create a project that looks like this:
      On the right, you can see the Solution Explorer with a list of .cs files. Visual Studio created a file named Class1.cs to get us started.
      If you want, you can rename the .cs file to match your mod name (Right click in solution explorer > Rename).

       
      Before we continue, we have to set up two things in the project. You always have to do it when you create a new mod project:
      First, we will add the modding API (ICities), UnityEngine, ColossalFramework and the game assembly (Assembly-CSharp) as dependencies.
      In the solution explorer, right click the "Dependencies" item and select "Add reference..."). Now use the "Browse..." button in the bottom to select the following .dll files. The files are located in the folder: Steam\steamapps\common\Cities_Skylines\Cities_Data\Managed

       
      Secondly, we will add a so-called post build script: It automatically puts the compiled dll file into the C:SL mod directory when you compile with Visual Studio:
      Right-click your project in the Solution Explorer and choose Properties Select Build Events on the left hand side of the property sheet Paste the following in the Post-build event command line: if not exist "%LOCALAPPDATA%\Colossal Order\Cities_Skylines\Addons\Mods\SecondMod" mkdir "%LOCALAPPDATA%\Colossal Order\Cities_Skylines\Addons\Mods\SecondMod" del /q /f "%LOCALAPPDATA%\Colossal Order\Cities_Skylines\Addons\Mods\SecondMod\" xcopy /y "C:\Users\Felix\Desktop\SecondMod\SecondMod\bin\Debug\netstandard1.4\SecondMod.dll" "%LOCALAPPDATA%\Colossal Order\Cities_Skylines\Addons\Mods\SecondMod" In the third line, replace the path C:\Users\Felix\Desktop\SecondMod\ with your project path.
       

       
      Now we are finally ready for the creation of the actual mod.
      Replace the contents of Class1.cs with this code:
      using ICities; using UnityEngine; namespace Tutorial { public class MySecondMod : IUserMod { public string Name { get { return "My Second Mod"; } } public string Description { get { return "I made this with VS2017"; } } } }  
      Press F6 (or Build > Build Solution) to compile the mod. The mod should appear in your mod directory.
      Now start the game and enjoy the listing of your useless mod in content manager
       
    • By Chief ZDN
      Hello everyone,
      I'll ask you with 2 question. Can we create network from scratch now or in the future? If available, will it included in the NAM?
      I hope you make solutions to above questions (especially first question). I'm not arrogant or have the knowledge. I know this is difficult. But, starter pieces system has some minuses, like must place the starter piece.
      Thank you.
    • By boformer
      Right now I only have little time, and I'm not able to write new mods. But I want to share my knowlege about Cities: Skylines mod development with you!
      I'm just not sure about the format. What would you prefer?
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