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Ronyx69 last won the day on
April 13

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About Ronyx69

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  • City-building game(s)
    Cities: Skylines

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  1. The texture looks 10x blurrier in the game for some reason, not sure what's going on there. You have copies of the same thing a 100 times on your texture, what's the point? I understand having a few copies which are a bit different, but that' way too much. Also about half of it is empty, is that going to be used or not? The texture shouldn't have sharp textures at all, only some subtle shadowing like ambient occlusion. I think it's better to do more modeling, right now it's very flat. You can maybe take a look at my texture for the japanese post office to get some ideas. (It's 2x too bright because I used a 128 color variation to darken it.)
  2. Add a sub-building which flattens the terrain and raise it using the sub-building coordinates. The land will go to the lowest flattened point, so the main building needs to have flatten terrain disabled, and possibly needs the building ai set to BuildingAI, which will let it sink into the terrain without bringing the terrain down to its level. You may also make the main building only 1x1 with an invisible mesh, so it doesn't get in the way, and do the rest with sub-buildings.
  3. Most of that is going to be alpha mapping, right? Otherwise million triangle asset inbound... Looks really cool though.
  4. Yeah, can combine the light effect with a rotating prop, not sure if the rotations can get mismatched though.
  5. None of my mods are specifically for modders. A while ago somebody wanted a rotating light for a lighthouse, at that point I did enough experimentation to get a light rotating, but didn't continue. Recently vasimr22 contacted me on steam and brought up the light effect mod idea again. So we made a script/mod to add custom light effects to props, save and load the data. I think it's done but we haven't done extensive testing. You can try it out - here's the mod, and here are some scripts. You can customize point/spot lights, color, intensity, range, bloom, spotlight angle, blink/fade/pulse, rotation axis and speed, color variations, position, direction, how long the light is off during the day. It's probably going to be released next friday. Also I released the PropRotating mod/script/video, but posted it on the other thread. Sometimes not sure what to post in which thread because some things fit both. Streamed for 3 hours, doesn't like like much is done but the UV mapping for that pattern is a mess...
  6. PropRotating Params - control prop rotation axis, pivot and speed. http://steamcommunity.com/sharedfiles/filedetails/?id=954067599 Script for asset creators: https://gist.github.com/ronyx69/55f2201f2d1f2d8f6c81042c7a47e47d Mod creation video with full live commentary: Mod source code: https://gist.github.com/ronyx69/d892fc146019a417ae1aa3cc9b8254aa
  7. Thanks! Thanks! Thanks! Thanks! Thanks! Thanks! It's approaching the vanilla carousel triangle count territory:
  8. Japanese Post Office is out: http://steamcommunity.com/sharedfiles/filedetails/?id=949880432
  9. I released the japan post signs and roof props for the japanese post office, which will be up sunday: http://steamcommunity.com/sharedfiles/filedetails/?id=948086186 http://steamcommunity.com/sharedfiles/filedetails/?id=948088230 Streamed 3.5 hours again continuing the Azadi Tower, modeling the inner underside was messy:
  10. 3 months ago @alborzka made some paid requests on reddit. I thought the Azadi Tower looked pretty cool so I streamed for about 3.5 hours today and started modeling: Texturing, uv mapping and doing model adjustments for that will take much longer though.
  11. If you have prop snapping, then move it should be able to raise them using page up. That's what i have here - a little dip in the terrain and a bunch of water props.
  12. A small pond using the fake water prop included in the pools:
  13. Ingame screenshot of the post office, not much left, some details and finishing the props, and the lods: Pools released: http://steamcommunity.com/sharedfiles/filedetails/?id=945224748
  14. WindTurbine Script https://gist.github.com/ronyx69/18486e905c4ddf50ce14cafbd9c55ba0 Control wind turbine pivot, rotation mode, blade speed. I tested the vertex colors and they are explained above the script. The shader vectors seem to be saved and loaded in vanilla so no mod is necessary. You can now make windmills or watermills or whatever has that type of rotation.