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Epic Lurker

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  • City-building game(s)
    Cities: Skylines
  1. Great train station! You're really turning these out like clockwork. The moving escalators are a nice touch. I think you should consider adding some dirt and grime to the glass roof. Surely a train station can't match an Apple store for cleanliness.
  2. Fascinating idea! It will be very hard to do with our current understanding of the rotor shader. You've already spotted the two problems: 1. LOD semi-transparency seems to be impossible. You can maybe emulate semi-transparency by dithering full transparency. Actually your screenshots already look reasonable. This is a problem but not a show stopper. 2. Transition from the full model to the LOD is not smooth and there is a step in between where neither is visible. This would be a show stopper for your clouds. We need another breakthrough to get this to work. I posted a while back this could be overcome but turns out that only works in the asset editor and not in game.
  3. @Ronyx69 It seems you are right. It works in the asset editor but the same asset has the same problem in game as sub-buildings. In other news, the asset editor has become even more unuseable for me. Now in --noWorkshop mode I can only view a building from a large distance. wtf.
  4. Hey Ronyx! I didn't make the transparent glass the main building for my train station, because to do that I would have a building that would be way larger than the plot size. So yes, there is no semi-transparent lod on my train station. I did do my tests only the in asset editor. I guess I'll repeat them and see if it works the same for me in game.
  5. Welcome to asset editor hell! Subbuildings disappearing hapenned to me too. Remember the coordinates of your sub-buildings so they're easy to replace. I'm not sure why your pedestrian path is sagging, maybe it is attracted by the paths passing under it?
  6. Right, that's exactly the problem I had. So the maximum length I've heard is 200m, and as I recall that I was above that when got the 'cannot find path' errors. Loading my station in the asset editor right now I have 136m main segments with 20m extra segments on each end. Somehow that math doesn't quite add up but maybe train segment math doesn't work with simple addition. Anyway, if you can make your train station work with a single train station track segment you should totally do that. Or if you can use regular track segments instead of train station track segments that would also solve the problem for your station. If not, join me in requesting changes to the Spawn Point Fix mod.
  7. Not knowing the code of that mod I assumed it would be easy to distinguish between long and short segments. But so far the mod owners haven't been responding to me... For my curiosity, why did you need those extra segments on the end? In my case I ran into some maximum lenght limitation for train station track segments but your main segment doesn't seem that long.
  8. You don't have to create multiple objects. Once you have added the edge split modifier to your object, you can select individual faces to be shaded smooth. And you can mark individual edges as sharp.
  9. This sounds like the work of Spawn Points Fix mod. It will place spawn points on every train station track segment. Amsterdam Central Station has the same problem because I needed small extra segments at the ends as well. I keep having to explain to people the can't use the mod and my station at the same time. I think the Spawn Points Fix mod should be changed to not place spawn points on very short track segments.
  10. Blender is confusing. You need to add an edge split modifier to your object for smooth shading to work.
  11. I used the large airport sub-buildings as a template just to be safe because those things are made to be sub-buildings. They're called things like 'Large Airport L1'. Not sure what really goes wrong if you use other buildings as templates. It does look amazing! It would be quite a beast to have in your city. What did you do for the lod of your glass sub-buildings? Just made it completely invisible? Also, have you tried placing rails and pedestrian paths yet? I had the worst time placing pedestrian paths without accidentally messing up the placement of my sub-buildings.
  12. First, I don't know your technique to unwrap many faces onto the same area in the UV map in a single step. Can you explain me how you do that? I think I know what's happening in the screenshot though. You have the 'Keep UV and edit mode mesh selection in sync' option off and that makes the UV editor behave differently (besides the obvious difference of keeping the selection in sync). If you turn it on you'll be able to drag faces around in the uv editor without warping the neighboring faces. Also, do yourself a favor and get rid of the timeline view, it's just taking up space.
  13. @Ronyx69 That looks like the wheel animation. The asset editor wiki says: "The connected parts of a vehicle mesh that touch ground (y close to 0) are automatically recognized as wheels and will rotate when the vehicle moves.". So maybe the spinning stops if you move everything up a bit.
  14. More seriously @bsquiklehausen the problem is that the rotor shader does not only makes things semi-transparent, it also reverses the render order so whatever is farther away is drawn over what is closer. Go ahead, load up a building in the asset editor and apply the script. It's trippy! But it also means there is no way to make non-transparent stuff look good in the rotor shader. This is why you need to have entire sub-buildings or props for the semi-transparent parts of your building. So unless there's a way to use sub-vehicles or props on vehicles, it seems that using the rotor shader would be difficult. Of course, there is a counter example: the helicopters that we got the rotor shader from in the first place! So what's the story there, are the helicopters in the game somehow special or can the trick they use be used by us?
  15. Just for fun I tried the obvious which is replacing 'BuildingInfo' with 'VehicleInfo' and this compiles with no problem and it makes the entire vehicle disappear. I guess that's not what you want...