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Ronyx69

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About Ronyx69

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    Dog Catcher

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    Latvia
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    Cities: Skylines

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  1. I know how the regular vehicle shader works, but the shader is changed, so you can't assume it's going to do the same things. Also the cube is entirely above ground. And I did another test by importing a prop, which was 4 cubes above 0 with different vertex colors - it was still spinning all the same, but two of them were invisible. So no progress. I guess there is something in the way the shader interacts with a vehicle to make it spin, I assume a rotors shader is meant to spin, since it's probably the one used for the blades of helis, I don't have ND so it doesn't look like I actually have the heli prefabs, although we do get the props and decals from ND even if we don't own it, i guess that's because of the building collapse.
  2. Also decals for the last few days: Day 24: Water Stream http://steamcommunity.com/sharedfiles/filedetails/?id=890250292 Day 25: Flowers http://steamcommunity.com/sharedfiles/filedetails/?id=891051308 Day 26: Moss http://steamcommunity.com/sharedfiles/filedetails/?id=891738274 Day 27: Riverbed http://steamcommunity.com/sharedfiles/filedetails/?id=892562697
  3. This is how to run it for vehicles, yes. However I would expect it to ruin a vehicle, because the vehicle shader contains the functionality for vehicle lights and spinning wheels. The answer is... The answer is most likely submeshes - VehicleInfo, just like BuildingInfo, contains m_subMeshes, which are additional meshes which have their own textures and can have a different shader. I know for a fact this is used for the poopflow of the vanilla sewer outflow. I have not tried it yet because I was too excited to get out the apple store as quickly as possible, so I used sub-buildings instead. More research needs to be done, but my best bet is just importing the "wannabe-submesh" as a prop and save it. Then import the vehicle as normal and copy the mesh and material from the prop into the vehicleinfo as a submesh using modtools. Only hope is that the asset editor actually saves the submeshes. EDIT: It spins... probably because it's meant to be a rotor or something, idk how to make it not spin. I put the glass cube on the bus as a submesh: ¯\_(ツ)_/¯
  4. The seed for which pixel of the light palette to sample most likely comes from the instance id, so each building will get its own color. You can't prevent that. (At least not from the asset properties) I haven't tested or noticed the color changing over time.
  5. Can't even import it in 3ds max: error in file: meshName = shapeName There's a weird last line in your obj file: l 247 10 (i think it's a spline?) If I remove that line it seems to import correctly. Try opening it in a text editor (i use sublime text) and remove the last line.
  6. I guess I need to do more testing. Although I did make a buildings on it's own and it disappeared at one distance, and a non-semi-transparent lod appeared at further distance... I really have no idea what you were talking about anyway, and still don't. All the windows look transparent to me in both pictures. Just streamed for 4 and a half hours to continue the nuclear power plant: finished texturing the reactor and started the middle building
  7. Main building, two sub-buildings, two props. Plops just like any singular building. The shadow has no transition, not sure at which % it disappears, I used 20% opacity for glass, and 60% for edges of glass, 100% for metal connectors. I'm not sure what testing results you had, but the object disppeared at certain distance, then at another one the lod appeared later, without the semi-transparency. For the sub-building it was all glowy and stuff. I just nulled my lods to invisible triangles. Also I'm claiming my asset is the first to use this shader, even though you got the update up. Technically I uploaded mine before your update, but it wasn't public yet until now... http://steamcommunity.com/sharedfiles/filedetails/?id=890021570 Also you can have all the source files of my project to use as an example: https://drive.google.com/drive/folders/0B6Ccf1N5h5f7cmwzd09MdE9nQkk?usp=sharing
  8. Nothing to write really, just run the script and that's it. https://gist.github.com/ronyx69/20070de77a0dc02fb669be0ff5365eb4 I'm gonna make a video about the apple store so i'm gonna mention it. Streamed for almost 8 hours... LOD doesn't work no matter what it seems, disappears, but further away is screwed up, I guess i'm gonna put an invisible mesh for the lod, it's just glass so not such a big deal. Overall almost done, 4909 tris, need to redo the plaza lod and a couple small issues:
  9. It shouldn't be like that, no idea what exactly happened in your case. Yes you could rerun it for the sub-building, just would have to adjust the script. The clipping props aren't invisible, they get deleted, because it doesn't allow them to collide, you can however add them after the subbuilding, and place them however you want with move it, so placing the stairs will be fine with that. I think I'm gonna need to split both the cube and the stairs into multiple pieces because of the reversed render order. Day 21: Drains http://steamcommunity.com/sharedfiles/filedetails/?id=888228544 Day 22: Cobble http://steamcommunity.com/sharedfiles/filedetails/?id=888755376 Day 23: Exposed Rebar http://steamcommunity.com/sharedfiles/filedetails/?id=889380289 I'm streaming on twitch again to continue the fifth avenue apple store, can't promise a 10 hour stream this time though.
  10. Wow... streamed for 10 hours: archived stream 4.7k tris so far.
  11. I don't even have the ND DLC, but stuff like this is usually included in the base game update thingy. I did some tests. The imported asset has a bit ruined normal map because of the compression but it's not as bad as regular specular. The render order is inversed - stuff behind gets rendered in front, but if you have 2 seperate buildings, the order is correct, so the use is a bit limited in the sense that I would recommend splitting what you have into multiple smaller buildings or props, then it's very usable. Anyway I'm super excited about this shader, me (and I think some others) have wanted semi-transparency for quite a while... So I'm streaming on twitch right now, hopefully for many hours, creating the 5th avenue Apple store. Because it's revolutionary.
  12. Maybe, if I do cobble in general I would include something like that. BUT AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA THIS SHADER!!!!! Custom/Vehicles/Vehicle/Rotors true semi-transparency specular + normals even on transparent parts (speculars seem to be misaligned though) i'm afraid importing assets will ruin the normal map but anyway did you see SEMI-TRANSPARENCY illumination as well Have to do a test with an imported asset to see if shader can be saved on asset and what happens with the textures, these are ingame replacements with a script for now.
  13. You can also not use that mod but use Shift + F12 to take a 4x resolution screenshot. You can't do both though, if you have the mod and use shift + F12 it just saves a pixelated upscaled screenshot. Good for me because with that mod I couldn't even take a screenshot at the 0.0001 fps I get.
  14. Maybe, if I start running out of ideas, seems like a prop would be better for that though. Day 18: Numbers http://steamcommunity.com/sharedfiles/filedetails/?id=885862793 Day 19: Cargo Yard http://steamcommunity.com/sharedfiles/filedetails/?id=886797091 Day 20: Wetness http://steamcommunity.com/sharedfiles/filedetails/?id=887659579 Streamed with @Jerenable to continue the nuclear power plant:
  15. Here's my attempt by combining various sharp and blurred versions of the maps you provided and generating a few new ones using combinations of your diffuse and heightmap.