• Moose


  • Content Count

  • Joined

  • Last Visited

  • Most Liked  


Ronyx69 last won the day on
April 13

Ronyx69 had the most liked content!
View Past Leaders


About Ronyx69

  • Rank

Profile Information

  • Gender
  • Location
  • City-building game(s)
    Cities: Skylines

Recent Profile Visitors

793 profile views
  1. http://steamcommunity.com/sharedfiles/filedetails/?id=914115556
  2. I already checked those... Well.. the UV wasn't flipped but it was rotated, rotating it again somehow fixed it for one warehouse, but for the other one i welded all vertices, and then I realized i had a screwed up weird triangle bunched up infinitely thin at the bottom, which probably messed with a bunch of things, anyway I got it working. Anyway, they're out: http://steamcommunity.com/sharedfiles/filedetails/?id=912903224 Also I started a big retaining wall, just need the lod, and maybe a diagonal corner version: Streamed for 4 hours and started a japanese post office: (Sapporo Chuo Post Office) Another stream, continued the post office some more:
  3. So frustrating... I'm trying to finish the jp warehouses I started a while ago, this is one of them, both walls on the sides (but not the front/back) look like they are in the shadow on the lod. The third one has the same problem but only on one side. I tried resetting smoothing and normals, editing the normals manually, importing a flat normal map, nothing changes. I can't figure out why this happens, it's very noticeable because a sunlit wall suddenly turns dark on the lod.
  4. Try importing without any textures. If it still fails it's something in the mesh, like maybe multiple objects in the fbx or something.
  5. If nobody can figure out and fix rotors lod, I am considering making a mod which disables LOD for all rotors shader buildings/props, and maxes the render distance of the main model instead, maybe do this by taking the size into account, so small fences wouldn't get such a bump in render distance. I already tested it with buildings using mod tools and it works, just had to rebuild the building for it to apply, there's probably some method I need to invoke, since moving the building makes it work as well, the main model was still visible from the other side of the map, idk if it works for props. The only hard limit in terms of size is the height limit, which I think might be the same height limit the maps have, but measured from the pivot of the asset. You can easily overcome it by making the asset itself not be that high, and just raising it ingame with move it. There's a softer limit for width - since if a building goes over the lot, and the lot goes outside the view of the camera, it will be culled (disappear). IDK if there's any fix for that.
  6. So I finally decided to test the lod of the rotors shader - I did multiple tests with the main building, but it still had the same problem - disappears, then becomes non-semi-transparent. I thought maybe there's something weird about your station, so I got it to look into how the lod works for it, well it doesn't work. It looks like you did that test in the asset editor? It probably does something differently with the main building there so it works there. (I assume because in the asset editor the main building isn't loaded like the others, it has an individual LOD, instead of one which has been added to the "group" lod and the lod texture atlas the game uses) Your station has the same problem unfortunately... So that settles it for now at least, the lod doesn't work for the rotors shader afaik.
  7. @PUGG3RS Gaming wanted some broken fences for his TWD series, I thought they could be useful assets for anybody, so here's a set: http://steamcommunity.com/sharedfiles/filedetails/?id=908801967
  8. It's the shadows, it's the same thing causing the weird lines over everything. Faces directly facing the sun will have this problem, it's less visible in camera mode, but still there. It happens in vanilla as well, it started since the 1.6 update. By the looks of it I would guess the shadow bias is set incorrectly, but I couldn't change it with mod tools. I'm hoping they fix it for the next update. It's just more noticeable when the sun is directly above: https://www.dropbox.com/s/g2jqgsv9x681253/2017-01-24 21-52-58.mp4?dl=0
  9. I can't believe it's finally done, after more than 100 hours... http://steamcommunity.com/sharedfiles/filedetails/?id=903812356
  10. I just made 2 scripts - one is for setting the amount of color variations, and the other is for automatically setting equal probability for all variations. https://gist.github.com/ronyx69/8071d41a135cdb5d1f1f0627b5806b6d I tested 23 and worked fine, I don't know what the limit is.
  11. The vanilla bus has submeshes, the bus is actually just the wheels, and it has 2 versions of the bus inside the submeshes - left and right side doors so they are on the correct side, and it has a flag to enable only the left/right version based on the map. I should write a script sometime which just copies an entire prop into the vehicle submesh... Anyway stream for 7 hours and It's pretty much done: Also it seems like dummy ai doesn't turn on the lights, unless they are sub-buildings, I guess I'll make them decoration building ai, unless there's another problem I missed. Just need to do that and thumbnails and some screenshots...
  12. You mean a prop with a texture on which you can put decals? Probably, haven't tried anything. In the meantime here's a mod idea I had for a while, thanks @TPB for doing most of the code: Transparent Selectors http://steamcommunity.com/sharedfiles/filedetails/?id=903347963 Update 1: Construction cost tooltips fade out as well.