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City-building game(s)

Found 84 results

  1. Hi Simtropolians, I'm building my home town, Berlin, with the help of your many mods and assets (I am using 70+ mods and 600+ assets). I started playing Cities:Skylines about 2 months ago and I'm enthused by the activity happening here and in the Steam Workshop. Thank you guys! I'm endeavoring to add some of my own custom assets to the Workshop, but I'm new to the entire process. I'm good at photoshop, but I suck at Blender! I booted blender for the first time last week, so I'm at the rough end of a steep learning curve. You guys have been very helpful to get me over a few stumbling points. Now I'm getting ready to publish a couple of items and I'd like to run them by you first. I'm trying to start simple, but even simple objectives seem to morph into week-long efforts. Please let me know how my work can be improved. I've got a Checkpoint Charlie cooking (check my screenshot stream on steam or on twitter, if you're interested), but let's start with the Rosinenbomber from the Deutsches Technikmuseum: I found a DC-3 model by Giovanni E and lifted it to the top of the stock library with some prop anarchy: I was happy to find a DC-3, but the model has some texture problems (the illumination map is always fully on) because it's an old model and was probably made before After Dark. In wanting to fix the lighting problem, I wound up re-texturing the entire model to specifically be the famous Berlin C-47 "Rosinenbomber," as well as adding some propellers. It's starting to look decent in-game, but I still have some shadowing issues that I'm working on around the windows. I'd like to improve the body texture so that it looks more silvery and less white in the sun (I'm using PhotoReal3 LUT and Daylight Classic mods). Here are my current diffuse and spec maps: How would I go about improving the look of the body surface? I'd like it to be more shiny and silvery. My next question is, what is a good approach to make the LOD model? Thx for looking & thx in advance for your suggestions. -Ami
  2. Is there a way to reset our assets collections? Now that I'm somewhat familiar with how to play this game. I would like to start a new city with the option to be more selective with my subscriptions. I currently have about 1300 assets, all of which are not showing up. Many cannot be found. Please help. Thnx
  3. I will be sharing my next assets in this topic, you can check my previous assets here in my workshop page . I finished my old bridge asset and this will be the first asset in this topic I hope you like it. Detailed information is provided in asset page.
  4. hi there, i am still missing some quays that support my piers (lower deck) so i started to model a serie. I took the quays @ barcelona as example .. there is a part with stairs - a full block - start and end parts. I will add a 45° and a 90° part too. But my question is .. can i add pathways for citizens? i want that the animated People from CS use this instead to be "empty&dead". If possible i will update my piers too. so thats what i have @themoment: as always .. thank you for your help and suggestion btw. have a nice weekend
  5. I've just released my first assets and I decided to create a post not because there is much to see, but rather because as an inexperienced modeler it will be a good place to collect feedback and ask for advice. (I would like to keep the forum clean from my numerous questions!) So my project is a modular medieval wall that is currently made out of 7 parts of a 6m high set. This is the short version, which is suitable for town walls, but a 12m set is planned. I might also do a 9m version but don't quote me on that. The wall parts are based on the great "stone wall" template of Sparks, so they can be placed freely and conform to terrain. I tried to make their stats balanced in terms of entertainment value. I wanted the towers to avoid flattening the terrain and as I'm not good with playing with building's properties, I went with a water tower template without stats. It's not the most convenient but it works. It's also worth noting that the assets only really work well with an anarchy mod (especially the gates that I made without roads for more freedom). Here is the link to the collection: http://steamcommunity.com/workshop/filedetails/?id=718095394 New short pieces and the tall set are on the way, but probably not before the end of July. You can leave suggestions or feedback so that I can improve my future assets!
  6. I've been having a problem with certain assets, particularly those by a creator named Kookess. Basically, the problem was that all but one of his assets would not show up in my game, even through Find-It. I've communicated with him a little in the comments about the issue, but I've just discovered something new. I had the asset editor open, and his assets do show up on there. So I made a copy of one, then shut down the editor and went to my asset list to disable the original so I wouldn't have duplicates. That's when I discovered that all his assets are disabled by default, and the ON/OFF button is blacked out and can't be interacted with, so I can't turn them on even if I try. Has anyone else had this, and if so, is there a way to fix it? Does anyone know what causes this to happen?
  7. Found this mod on Workshop looks very interesting, in what it can do and could be a very big game changer in more ways than one http://steamcommunity.com/sharedfiles/filedetails/?id=1094334744 .. Here is the blurb from the steam page:"The Procedural Objects mod adds a vertex customization tool directly in game, which allows you to resize assets for your needs, create things with only one asset that you can resize instead of having 12,000 versions of an asset for different shapes and sizes."
  8. Hello guys! Today i'm working on a 2x3 office building, hope you like it:
  9. One thing I surely miss in Cities Skylines are those generic, male & female, mayor statue of SC4. CO offers really nothing comparable to those. I wonder if any experienced asset maker would be willing to take the challenge, fill this gap, and gift us with a CS version of those classic SC4 assets? Thanks in advance.
  10. The SimtropOils Refinery Project Released Assets: Crude oil desalter Jerenable http://steamcommunity.com/sharedfiles/filedetails/?id=837363444 Oil Refinery Delayed Coker Badi_Dea http://steamcommunity.com/sharedfiles/filedetails/?id=820986974 Oil Pipeline Collection Badi_Dea http://steamcommunity.com/sharedfiles/filedetails/?id=793404813 Distillation tower Jerenable http://steamcommunity.com/sharedfiles/filedetails/?id=780623629 Refinery Prop Collection squirrelarmyuk http://steamcommunity.com/sharedfiles/filedetails/?id=780626048 Refinery 'strutted' flare stack Giovanni E. http://steamcommunity.com/sharedfiles/filedetails/?id=786107779 Distilation tower with pipeline Jerenable http://steamcommunity.com/sharedfiles/filedetails/?id=797381457 Send me an IM if I missed your asset and would like it posted. Unfortunately, I’m sorely deficient on any experience on what each part of a refinery would look like in real life. I’ve found plenty of diagrams and flow charts with neat little icons and stuff… but nothing labeled with real-world examples of what each component would actually look like. I’ve been able to piece together a couple things based on this flow chart: I realize that there’s probably plenty of circumstances where the industry was built as an integrated whole, not entirely self-contained buildings in the way we would have to think about them in a game; but surely there must be some defining characteristics where one with enough experience would be able to point at a picture and say “yup, that’s a Naptha Hydrotreater” So, I pose the question, any oil and gas experts out there? If you would like to contribute, you can download this source mesh to help with alignment and graphical style
  11. I have become more familiar in 3Ds Max and even gained enough expertise in it over the past few months that I think my skill level is approaching a point where I think I am good enough to start making mods for Cities: Skylines. I started practicing in 3DsMax to make brick rowhouses for the game Banished but since I am more interested in Cities: Skylines now and my buildings were practice so I can mod C:S, I decided to start a new project of making buildings just for Cities: Skylines. I whipped this building up over the course of 4-7 hours today. It would have taken only 1 or 2 hours had I not made a ton of mistakes that required me to start from the beginning. It will normally grow on a 4 tile wide x 3 tile deep lot with the ability to grow on a 4x4 lot with a backyard. FYI, I plan on making a ColorMask for the outer 2 rowhouses so it could have more variety (bright red, pink, tan, and whitewashed). Please give me feedback to help me improve the quality of my creations. Thank you! --Ocram
  12. Hey Everyone! Aside from making a couple interchanges I haven't really explored the asset editor too deeply but it seems I have hit my first roadblock. If I want to make a transport hub that has bus stops, metro stations, and train stations all built in which template would I be using? I tried with an intersection template but when I placed it in the game the buildings all disappeared. I did figure out how to install mods locally so they operate inside the Asset Editor which is super helpful, although it seems some don't cooperate(Surface Painter). With that being said, should I use a transport building template and tweak the values for cost, noise, etc after all the other buildings are added in? I don't want them to be counted as props, but rather their respective class of transport building if that makes sense. If this isn't possible let me know so I can just do the road layouts and save myself some time haha. On a side note if there are any specific mods you would all recommend for asset creation inside the game please let me know, I saw a few on the workshop dedicated to the asset editor although it seemed perhaps a little outside the scope of my work. Thanks!
  13. I really love this asset, but the broken overlapping orange flickering texture under the walls just drives me crazy. Anybody else? Think it would be hard to fix? I'm a bit intimidated by all of the custom animations on the bears and stuff. Would all of that stuff still be there if you tried to export the asset and reimport it with template props reload button ticked?
  14. Hi everybody, I am just experimenting with my first Blender asset. I have no textures at the moment. At first I could import it successfully in the game, but it had some flipped normals and missing faces, which I had to fix. After correcting those issues and removing doubles, I tried to import it again. I can now see my asset in the Asset Editor and it looks correct (including size and orientation). I can appearently save it, but it won't show up in game. Even if I try to load the saved asset again in the Asset Editor, it won't work (it just does nothing). Still I can see it in the content manager. I can even find it with the Find It mod in game, but I get an error as soon as I try to plop it (I think "Object reference not set to an instance of an object"). I am using the "Cinema" template when importing it in the Asset Editor. I am using the --disableMods and --noWorkshop options when working with the Asset Editor. I don't think it is a model problem, otherwise it wouldn't show up even in the Asset Editor... Does anyone have an idea? Thanks! EDIT: I had this issue originally with a quite complex model, but it happens even with the simple model which I attach as fbx. testtorre4.fbx
  15. I'm working on a few new decals and I'm pretty happy with the way they look with the LUT I'm using at the moment (Satellite). Without the LUT active though, maybe not so great… What do you guys think? Is it acceptable?
  16. From now on i will post about any buildings i make in here. not much more to say. So lets start right off with the first one: This simple but colorfull motel ensures to brighten up any cities (coastal) towns and counties. works with ploppable RICO so it doesnt lack anything in functionality. NOTE: the Model is not mine, its converted from the 3d warehouse, i edited it and removed unecessary additions, the textures are all mine though, it was really fun to work on this building's texture to see how more colorfull buildings would come out in CSL. not too shabby if i say so myself.
  17. Hi everyone I'm looking to see if someone would be able to build a police vehicle it's not your normal car/van but an armoured vehicle from Northern Ireland. I would really love to be able to have these in game I’m sure others would also like these as they are quite intense. I’m not sure how to include the photo in this box but have a link below that will explain all thanks everyone. https://www.flickr.com/photos/nick19/8036274710/in/pool-psni/ https://www.flickr.com/photos/nick19/8035949282/in/pool-psni/ https://www.flickr.com/photos/nick19/8417747906/in/pool-psni/ https://www.flickr.com/photos/nick19/8033876717/in/pool-psni/ https://www.flickr.com/photos/nick19/4671478653/in/pool-psni/ https://www.flickr.com/photos/nick19/6437774991/in/pool-psni/ https://www.flickr.com/photos/nick19/7232739442/in/pool-psni/ https://www.flickr.com/photos/nick19/4600996893/in/pool-psni/
  18. Hello, I made a 3D model and a texture for the model with 3DS max. So I put the 3d model file(nostop.FBX) and the texture file(nostop_d.PNG) into Colossal Order\Cities_Skylines\Addons\Import folder. And in Asset Importer nostop.FBX appears as well : But as I select my model(nostop.FBX) in the list Cities Skylines Crashes: This is from my output_log.txt According to my output log, I assume that texture file for my 3d model is missing. But as I stated, I put both 3d model and texture file for the model to Cities_Skylines\Addons\Import folder accurately. Does someone know what is causing this and I can't import my model? Thank you.
  19. I'm having some problems with finding my asset in game. I made a second building for the 'modern low-rise living' set. It's a level 5 high residential who fits on a 4x2 grid. But somehow it just refuses to grow anywhere. Both buildings from the set are/will be published with RICO settings added, but to test it out myself I manually added them in RICO too, The first building (which is already published) show up just fine, the new second building however refuses to show up in the RICO tab, and yes I did reboot the map and even game several times. So then I tried to make my own mini building theme with only a few buildings in it so mine will spawn more often, because of the 4x2 size it's pretty hard to force it, there are no low level buildings in that size so I make 4x3 zoning spots to let it grow (trying to avoid the 4x4 library). But when I'm in the Building Theme Manager I can't even find my own buildings, like the assets are disabled in the game. But then I look them up in The Mesh Info and they are showing up just fine... So can anyone please tell me why it's not showing up? What am I missing here? o_O
  20. I have been thinking about how functional mixed-use buildings could be implemented in the game and maybe it could be done through different sub-buildings with different categories. The idea isn't new of course (I don't remember when I first saw it). However if done for growables, it would only be published in the category of the main building on the Workshop. I was wondering if it would be possible to create something similar to BP's More Asset Tags mod but that would allow to set multiple main categories when publishing to the workshop? I doubt it would work (kinda opens the door to all sorts of problems if someone wants to cause trouble) but asking is free...
  21. When a custom asset burns down, the game does "rescue operations" forever. There is never a simple option to "Rebuild," as there is with special regular assets. When you have gone to extra lengths to position assets perfectly, this can be quite annoying, as the only solution is to demo and re-place. Any solution for this? Where is the bug? Is it in the RICO mod or elsewhere?
  22. Finally got the courage and interest to attempt to create some buildings myself. My first building is a 24 story modern art deco (but rather bland) office tower, but when i import it with the asset creator it is totally squeezed together, like all the 24 stories exist but the building is at least only 1/3 of it's height in Blender. Any help :D? EDIT;
  23. Seven New Theme Park Assets (fairground) Seven new theme park rides & a side stall 1) Caterpillar Ride [Animated rotating] 2) Dodgems [Animated lighting] 3) Helter-Skelter 4) Carousel (Merry-go-Round) [Animated rotating] 5) Waltzer Ride 6) Vertical Drop Ride 7) Hook-a-Duck Stall can be found here:- http://steamcommunity.com/sharedfiles/filedetails/?id=889634978
  24. This guide shows you how different illumination and specular values affect the look of your structures during night time. It's primarily intended for asset creators and serves as a visual reference only. http://steamcommunity.com/sharedfiles/filedetails/?id=524027632 I will update it as we learn more...
  25. Hi all, Just wanted to share a mod that I released a few days back. Basically, it allows you to place props in your assets/in-game that doesn't count towards the global prop limits. I'd be really interested in getting some building asset makers to try it out( to get around the 64 prop limit ), and get some feedback/bug reports to help me try to improve the mod/fix bugs in the mod! To use this mod, basically hold shift when placing your prop, and it'll create a prop that doesn't count toward the global limit. For building makers, when you save the asset, you'll also get a PropUnlimiter.json file. That should be copied into the workshop asset folder, and buildings in-game should be recognized by the mod in-game.

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