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About Lost_Gecko

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  • City-building game(s)
    Cities: Skylines
  1. Great guide! pretty sure the black spots created by LOD faces not directly on the mesh can be taken care of with the "distance" and "bias" settings. Sometimes it's a bit hard to find the right values to solve the problem but it works. Thank you for this guide!
  2. Thanks for letting me know, so apparently only resaving the assets wouldn't work... I guess I'll have to create them again...
  3. I kinda got the same issue: wrong pic in the content manager and it didn't redirect to the Workshop item but fortunately I had added a new asset in the pack, which was also in the content manager. That one was fine and I could fix the pack.
  4. 2 more Belgian rural houses: Updated salutolive's 12 Place Vendome asset. Mainly mesh optimization, addition of nightlights and custom LOD. I'm planning on updating his 3 south of France houses as well. http://steamcommunity.com/sharedfiles/filedetails/?id=1104329732 Made the pharmacy from Conwy, Wales as a small clinic with 1 ambulance. It shold be enough as it's meant for small towns and the game wiki states that sick people will try to walk to healthcare buildings if no ambulance is available. http://steamcommunity.com/sharedfiles/filedetails/?id=1105401461 And finally, just finished a half-timbered house from Lavenham, England that I started some time ago. I'll try and finish other buildings also waiting for a long time. http://steamcommunity.com/sharedfiles/filedetails/?id=1109285713
  5. I would agree with Darf, especially now that Plop the Growables is a thing. I'm a city painter myself and I've made tiny RICO houses before but with a growable version on the side... These buildings are great additions to the Workshop, keep up the great work!
  6. Hi, I'm not usually not active at all here but I do visit every now and then and also see your stuff on Reddit. I love the atmosphere! Just to let you know, the official Cities: Skylines Twitter account just posted one of your screenshots! Sadly they never credit the authors of the stuff they post but here is the link:
  7. Show Us Your... Nature

    Forest clearing
  8. Pack of forest beech trees now on the Workshop. http://steamcommunity.com/sharedfiles/filedetails/?id=1089035056 Tall and with leaves ony on top . In addition to looking more realistic the lack of leaves also helps with the tris count, which is nice because they are meant to be used in large quantities To help with diversity the main tree has 3 random variations. I also made a full one for forest edges but it can work on its own of course. A shrub with 2 variations is also included to add a bit of variety under the tall trees I had a lot of fun making those and I'd like to make more forest packs like this one... EDIT: update: brighter and less saturated
  9. Maybe it's caused by some duplicate edges or verticles or something, that could be solved with a "remove doubles". Also if a simple "unwrap" with the 5 faces selected doesn't work, try "project from view" which should be fine. It's true that it's possible to save some tris on regular (as opposed to irregular) buildings with straight faces but I use diagonal ones as well for irregular buildings because I find it easier to divide the model by floors and number of windows then inset the faces where I need windows, then clean up the unnecessary divisions. But then the unwrapping sometimes behave like what you have, however a "project from view" should be fine.
  10. romualdillo's assets

    Love these houses! Geometry and texture sizes look spot on, and regarding the scale I tend to keep it as accurate as possible so they are good like this for me Posh houses like these do look very tall even in real life, and the half-sunken floor probably explains the weirdly tall doors behind which should be a couple of steps... I prefer to adapt my perception of what should be normal with real scale and not the opposite, but as this is a video game (whith everything seen from above most of the time) there's an argument for adapting the scale of course... A matter of preference Keep up the good work!
  11. I just made a rural church in the same style as the houses (also made 2 extra ones a couple of days ago). Unique building level 3 that doesn't flatten the terrain and has textured foundations to look good on slopes. Now back to more houses and also a ton of bugfix updates... https://steamcommunity.com/sharedfiles/filedetails/?id=973193749
  12. Just started making a collection of low-density traditional buildings from Belgium and France. The first 4 are all rural and residential buildings but town buildings as well as commercial and some farming are to be expected. Ideally it would make a whole building style but I doubt I'll ever make enough for that... However it is faster to make than I would have thought, I'm really enjoying taking buildings from Google Street View! I didn't want to be limited by the tile system with these ones as adapting wall-to-wall buildings to it is limiting and hurts diversity (especially since these are small buildings). So only one side wall sits on the edge ofa tile, which means Move It! is needed to achieve a full wall-to-wall look. link to the Workshop collection I also made a street gutter decal as a suggestion from Neguchi Maroyama a couple of days ago.
  13. I can't quite decide wether I like the architectural style or not but your assets sure do look great, you did a fantastic job!
  14. It's a chance this isn't YouTube or your asset would have been taken down immediately But it's really sad that someone like you has to deal with such stupid crap. A jealous re-uploader of one of your assets who couldn't stand having his asset removed maybe?
  15. Not sure if $4,338,500/month is ambitious enough but it's a good start Also great mod and scripts, and I like the idea of a Discord for your streams