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  • Undella bay. a city story.
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  • Alister
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  • NAM 32 won't install
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  • A New State Will Rise SOON !!!!!
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  • Anvers, Diamonds and Containers
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  • The & Region
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  • THE UNITED SIMNATIONS (Est. Jan 2006)
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  • Murder in Rum Rock Harbor!
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  • Building an Ore City
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  • REPUBLIC OF GRAMHAND
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  • The Holy Federation of Ararat
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  • (SC4)。Gwaanjyut。関越。
  • SC4 Fan
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  • Japan Recreation(日本作成日時)
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  • Federal Republic of Siculia((OLD VERSION (1.0))CLOSED)
  • FUTURE CITY JOURNAL
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  • region borgo
  • City of Rockport
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  • Vista Del Mar: Simcity 4 Artiste
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  • COLUMBIA
  • Mymyjp's City Journal
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  • Cities Skylines: First Look at Gameplay
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  • SC2013 Smokestack Alley
  • (CSL) The Principality Of Gabtoria
  • Let's Play Cities: Skylines
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  • Welcome to Lakewood
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  • Arkaden Journal
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Found 106 results

  1. Right now I only have little time, and I'm not able to write new mods. But I want to share my knowlege about Cities: Skylines mod development with you! I'm just not sure about the format. What would you prefer?
  2. Hello everyone, I'll ask you with 2 question. Can we create network from scratch now or in the future? If available, will it included in the NAM? I hope you make solutions to above questions (especially first question). I'm not arrogant or have the knowledge. I know this is difficult. But, starter pieces system has some minuses, like must place the starter piece. Thank you.
  3. Hi there, i have a hard time with texturing my models .. after releasing the first ones i checked some other on the workshop and i was surprised how small they are (filesize). My models are smaller one (3*4) and when i switch to 1024*1024 for the texture - i got so blurry textures ingame that i want them to be seen. I tried to make the uv better for my models (resize them that mainstructures got the most part) - i looked for better textures - but i am not capable to get a satisfactory result. maybe some of you can give me some help to get better at texturing without blowing the filesize for each Model ~ 10MB. Thats an actual model i working at with 1024*1024 texture: the same model with a 2048*2048 texture : As you can see they detail n the second is so much higher and on the first one it is just one "blurr". This is my uv-map : i resized all important big areas to 1.5 - so details would be better - but i have not really luck with that. I am really stuck at this moment .. having 3 models ready to release but they look only good with 2048² textures and have a filesize about 10 MB - when i check Jz´s Rusty Warehouse 2 - it has only 2.8 MB - shows me that i am doing something wrong. thanks for any help/hint/suggetsion and sorry for opening a new thread for this mic
  4. This thread will focus on improving and revamping the Transport Lines Manager mod, as well as potentially adding features from IPT and/or unique new features if possible. Transport Lines Manager Reborn 6.0.1 now in the workshop. Bugs as of 6.0.1: Renamed depots are not working in the TLM listing and in depot details windows. Bus stations and terminals are wrongly listed as depots. Not show cable car stations on linear map as near transport. Ticket price changes not being implemented. Sort lines by colour not working. OP is below: The creator of IPT hasn't been online in over 5 months, and the creator of TLM hasn't been online in nearly 1 month. Mass Transit DLC is coming out in a few weeks, and I don't know how either of these mods will fare with changes being brought to the transit system. Is anyone in touch with either of these authors? I would especially hate to see TLM go to the dustbin of modding history considering how many options and useful configurations it provides (plus the aesthetics!) such as changing frequency depending on time of day (such a no-brainer), and IPT has excellent debunching. Now that these two mods are nearly incompatible, and with the DLC coming out soon potentially rendering both useless, something must be done. They're far too valuable to go to waste. If we can't get the authors to update their mods or publish their code for others to carry it forward, can we all maybe pitch in and create an entirely new mod from scratch? Is someone working on this already? Even with the improvements being brought with the free upgrade/DLC, I feel TLM/IPT features will still be vital to many player's C:S experience. What do y'all think?
  5. so I've been waiting for sub buildings to become native so I could finally finish off Flinders Street Station (from Melbourne) here's a quick WIP look - probably will release sometime soonish - maybe next week. Let me know what you guys think!
  6. Thank you to all the people who help make this game possible! Colossal Order, Paradox Interactive and all the Cities Skylines fans who made the community what it is today! I was going through a very dark time in my life and if it wasn't for this game I would probably still be in a hell hole of a life wishing I was dead. You gave me that faith in myself again and I'm eternally grateful! Bless your Lives with Love and Great Friendships! Nothing Is Impossible, for in that word you have "Im Possible". Start Living with Love and your Highest Dreams Now!
  7. Welcome! This topic is meant to be a sort of database for my upcoming and future projects, and a place to discuss them. RULES: No Profanity Be Respectful to All Keep Posts Relevant to the Topic
  8. Hey guys, I've been enjoying Cities: Skylines basically since release day, immensely helped by all the awesome stuff the community created, and felt that after so much taking, it was time for a little giving. In real life I'm a front-end/C# developer, and in my free time I love to travel and run riot with my camera (and again web developing: recently my travel website went live, a labor of love/vitriolic hatred of 10 years). With that in mind, it's not surprising I ended up creating a mod that goes right after the aesthetics. The result: Ultimate Eyecandy *tadaaaa* Some more action photo's. Addendum April 4th, 2016: I'm making slow but steady progress, not in the least by deciding to ditch a couple of features on my wishlist for a later stage Most important for the time being is to create a stable and robust base to which future features can be added. What remains are basically the features that are visible in the various screenshots. ETA for v1.0.0: for the time being unknown. Wish list (not to be confused with a to-do lost - these are features I'd love to add, but not sure how feasible they are): - setting to turn on/off building night lights at will, without messing with the actual simulation (based on what I've found so far, the two seem rather intertwined). - color picker to change the fog color; - color picker to change air pollution color; - slider to change the strength of 'ground wetness'; - LUT Creator: apply various settings to a neutral LUT (color channels, brightness, contrast, lightness, etc.) and export/upload the result as a custom LUT; - a modular set-up: this mod will be the core, and other graphics-related mods can be integrated as 'plug-ins', each with a menu item/tab of their own. Think (orphaned) mods like Dynamic Resolution, BorderCities and/or Ambient Occlusion; - who knows what else I'll come up with (feel free to make suggestions!) For who is this mod: - modelers that want to take screenshots of their assets in every imaginable weather/ambient condition; - players that like to have control over the environment when making Let's Plays; - players that love to have a more artistic/photographic approach to taking screenshots; - players that like to watch their city in different conditions without having to wait (for example until the game finally decides to let it rain); - anyone else Thank you: - Boformer, BloodyPenguin and SamsamTS for making their mods publicly available on Github: I learned tons by just studying their mods; - AJ3D for helping me to get started and taking my first baby steps in the wonderful world of CSL modding! If anyone has questions, suggestions, comments or remarks, don't hesitate to let me know! After all, this mod will be for y'alls!
  9. As I gazed at the peeks of MrMiyagi's Paradise Reef green mountains, I said to myself, it would be nice if we could have clouds that brushed against the mountains like we see in the Caribbean and many tropical locations where some clouds hang low. Or even look down through clouds at our cities and regions. Or how about taking a first person flight through them in a plane or helicopter. Then @RonyX69 provides us with a script for the rotor shader so we can have semi-transparency and eventually it hit me to try and make 3D cloud billboards just to see what would happen. I also took inspiration from the cloud billboards in Flight Simulator X. I have mixed feelings about the results so far and I'm not sure if this will go all the way to a workshop item. But I think it's worth a try. Starting the billboard method: First thing is to make a plane and map it with the desired cloud texture. Then it's important to duplicate the plane, flip it so the normals are facing opposite directions, offset it a bit so no z-fighting, and then mirror the UV in both X and Y (in Blender). At this point there is a lot more experimenting to do in order to get an good billboard orientation to see a seamless cloud when rotating the best we can so we don't see too many edges from the sides. I will be studying cloud billboard methods and share any interesting info I find. There are many possibilities with all kinds of cloud formations. How the game renders them...so far: The clouds do not have a smooth transition between the closeup intended look and the LODs. At LOD distance, they develop hard edges and lose the fluffiness.They also disappear off and on I think when in LOD transition. I don't know if this is a permanent limitation with the rotor shader or if we can overcome it. If not, the best this kind of asset can be is screenshot candy. Also it would be a good idea to make some kind of anchor like a rock so when you want to bulldoze the clouds, you know where the base is since it's high above. Current challenge: To make better cloud billboards and see if the LOD transition can be improved. Below are some screenshots of my experiment so far. I did the mesh as a quick test model so please excuse the shape. The rest are shots I took forcing good angles with the camera Next I will make better billboard formations. Maybe some can be simple flat meshes for shots right under or over them. All thoughts and suggestions are welcome.
  10. Welcome! Seeing as we now have a brand new Cities: Skylines section on the STEX, it's time to get the ball rolling. Whether you'd like to see a specific building or change in the game, here is the official place to request anything custom content related! Thread Guidelines When making a request, it helps to be as specific and descriptive as possible (e.g. what you'd like to see & why you think it'd be useful in the game).Pictures & links to resources are welcome, as long as they're directly relevant to the request (e.g. about a building / structure).Please don't request items from another exchange to be uploaded here (e.g. from Steam Workshop).As described in the STEX Code of Conduct, this requires permission from the original author. Such posts may be removed without notice. This thread is intended to be an ideas base for prospective creators. Please remember, this isn't a place to demand content to be made!
  11. 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.
  12. I've had this idea for a project in my head for about a month now and I can't quite find the perfect map to use for it. I've formulated this nascent story that I feel I could tell really well via C:S, but I need a map that fits with the emerging narrative in my head. I already have chapter one written (describing the map) and if I were any good at map making I'd have the map done as well. I don't enjoy map making much (probably because I'm not as good at it as I'd like to be), so it has been a major bump in the road. If anyone enjoys map making and wants to work together I'd love to share my ideas and see if we can come up with something that works. Cheers!
  13. I thought it's time to get my own topic running as I started some more advanced, larger project a day ago. Besides the vehicles I created before I started working on some vanilla-style modular airport, based on the vanilla airport and international airport assets. Due to my quiet limited time caused by real life don't expect extra-fast progress Still I've got to update my "old" vehicle assets too, but the vehicle editor seems to be kinda messed up since the last patch - anyway I'll look into this too by time as I already promised! For now I got the following types of buildings planned for this airport set which is heavily inspired by the AC teams set for Sim City 4 functional terminal block with three "small" gates functional terminal block with two "large" gate non-functional terminal filler pieces with gates terminal piece with control tower (RICO Office) terminal block without gate (RICO commercial low) monorail / (elevated) metro / train terminal pieces terminal block with taxi stands (AD required) terminal block with bus hub (to be connected to the tarmac and without airport functionality - just to connect aircraft stands in some nice way ) terminal block with road maintenance service building (connected to the tarmac side to simulate road-traffic on the airport ) functional terminal with concourse (4 + gates using sub buildings) "T - style" functional concourse piece (featuring gates on both sides, will probably require network extensions as it has to be entered on foot from the underground using pedestrian "roads") eye candy ends for concourse, left and right eye candy transition piece between one-level and two-level terminals (maybe even RICO - enabled, we'll see) two-level functional terminal blocks (will be a challange to be set up - I try to set the entrances on the upper level, the exits on the lower level) two-level terminal with control tower (probably RICO office + functional (using sub building - I don't know yet if something like this is possible)) large fake-entrance piece for two-level terminals (RICO commercial high) (so especially when using rush hour many people gonna go into this one) monorail / (elevated) metro / train two-level terminal pieces two-level terminal block with taxi stands (AD required) two-level terminal block with bus hub (to be connected to the tarmac and without airport functionality - just to connect aircraft stands in some nice way ) simple helipads with one of each natural disasters helicopters working doppler radar dome (requires ND - a non working version is available on the workshop) stand-alone ATC towers surface movement radar tower some props like (enhanced) vanilla jet bridges, stand guidance displays and other small things which will be pretty Special features: rotating radar domes for ATC towers and the radar tower (gotta look into this!) usage of the "vehicle rotor" shader discovered by @Ronyx69 for large glass parts of the terminals (I try to work around the lod-problem) stock-game style as I use the textures and models from the game as my start-point usage of the "loading screen mods" benefits → as I use the same texture with the same name most of the times it will be loaded only once into VRAM when using this mod - which is great! living airports by the use of RICO settings - which you don't have to use at all (those buildings will work as an landmark if you don't use that mod ) more space between planes and terminals due to longer jet bridges - you'll be able to draw some road in between using the anarchy tool of your choise Downsides: jet bridges will disappear after a certain distance as I'll convert them to props. I decided to do so to increase flexibility on creating different terminal types and styles by using many working two-gate assets ingame the airport will get really congested! That's the reason for me to include non-functional versions too. Later on I might create a mod to enhance the vanilla runways and taxiways. I looked up the networks in mod tools and changed some values to test something which turned out to be possible: different wide runways (40m up to 65m for realistic regional and international airports - new network meshes needed) more realistic markings with lights on runways (probably by adding more segments to one network, segment[0] would be just asphalt to place some indicator like "20L", segment[1] would be the threshold, segment[2] would contain the dashed line only, segment [3] dashed line + precision marking followed by 2x (segment[2] again, then segment[3]) and finally segment[2] for the whole middle part to start in reverse after - dunno if that's possible at all) two-way taxiways (for special use-cases) taxiways with "shoulders" (a bit wider than now) and green lights in their middle taxilanes (taxiways with some flat mesh and without dirt-shoulders to be used on aprons. probably just the yellow line with green lights.) more realistic speeds for taxiways and taxilanes I gonna provide one screenshot just to show you the difference: On the left you can see the vanilla runway which is about 30m wide + 2m "shoulder" (mesh edge) → 32m footprint. The next ones footprint is 46m wide which would fit most regional/domestic airports. The one on the right is 60m wide which fits for large aircraft like the A380. ----------------------------------------snip---------------------------------------- First I gonna take off by showing you some first work I've done before starting this topic. This is going to be the first wall-to-wall terminal building featuring three gates (just like the vanilla airport). I removed the jet bridges and details on the left and right to save some polys and - of course - to get the bounding box right Next step will be to map those filled holes, after this I gonna cut the windows and create some basic interior as those will get some semi-transparent love they deserve
  14. Welcome to the SimCity (2013) Official Modd Request Thread. Please post all modding requests here. Separate request threads created will be merged here. Thanks!
  15. Thought we can use a list of the most accessible 3D software and resources for our modding and custom content needs. If anyone knows any more resources feel free to share here. I will start with this short list. 3D Software: Blender 3D- for everyone. http://www.blender.org/ Blender training course http://gryllus.net/Blender/3D.html Sketchup Make- for everyone http://www.sketchup.com/download/all Sculptris- for everyone http://pixologic.com/sculptris/ If you are a student, teacher or mentor, this is an opportunity to use Maya free of charge for 3 years. Who knows what will happen in that time the way CG software is being "freed" nowadays. http://www.autodesk.com/education/free-software/maya I believe there's more but can't think of them right now. Texture Resources: I chose the texture sites that have more architecture content as we will be using these types of textures for buildings. http://www.cgtextures.com/ http://www.swtexture.com/ http://blender-archi.tuxfamily.org/Textures http://architextur.es/ http://www.lughertexture.com/ maxTextures Texturelib Nobiax on deviantart (textures including normal and specular maps, some 3d models) AGF81 on deviantart (textures, some normal and specular maps) Thanks Avanya. Decided to add your list in the first post for better exposure. Tools: Autodesk FBX Converter. This can convert various 3D formats to ASCII and Binary FBX. Also convert from either type of FBX file to the other. http://www.autodesk.com/products/fbx/overview Cities Skylines Tools. This is a Sketchup plugin that exports your model straight to the import folder from Sketchup. No more needing to export to another 3D program. It also comes with customizable grid options for both ground and height. http://extensions.sketchup.com/en/content/cities-skylines-tools OBJ Exporter for those using Sketchup Make http://sketchucation.com/forums/viewtopic.php?t=33448 Cleanup, another good Sketchup tool https://extensions.sketchup.com/en/content/cleanup%C2%B3 Thanks Darf! GIMP is a free alternative to Photoshop http://www.gimp.org/ Krita is a cool digital paint program also https://krita.org/ NVidia Texture Tools for Photo Shop for normal maps, texture compression, mip map generation and cube map formatting. https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop Thanks Darf! Thought I would also include Unity since it's the engine of this game. I don't know how it would be useful or if it would give any advantage as I never got into it yet. But I imagine it would shed some light into why some things in the game are the way they are. http://unity3d.com/get-unity Unity Tutorials http://unity3d.com/learn/tutorials Thanks OwiHH! Hope some of you find these useful
  16. Hello! I want to make some timed car prop families for my lotting project out of the cars contained on the LBT Mega Prop Pack, I would like them to work like Maxis residential and commercial car prop families. Can somebody be so kind to point me to a tutorial? Or maybe tell me what kinds of properties do I have to edit? I have ilive's Reader, SC4 Tool and PIM-X. Thanks in advance!
  17. Hello! I have a couple of old lot packs that use a "dummy building" tecnique: they have a small box model and the building itself is a prop. I find this situation annoying, to be honest. The old PIM usually causes the lots that use this technique to have an incorrect stage, and the properties are harder to recompute in PIM-X. Heck, sometimes the building prop isn't even properly modded and doesn't cast shadows or work with the query. Now, i understand this is old content, and I don't want to turn this into a rant, since the question I have is simple enough, I just couldn't help it... I read somewhere that I could change the RKT1 property of the building exemplar to make it a null RKT, thus an invisible model: if I do this, can I get rid of the original dummy building? and, do I have to set every number in the RKT to 0, or only certain set? Thanks in advance!
  18. Hello all, I have decided to try my hand at modding assets. I have great gratitude to all the modders who have put their own time in to creating the game it is today. As I now have plenty time after finishing university I thought it was the perfect opportunity to challenge myself and add to the great content this game has. I will firstly be attempting at asset creating, I am not adverse to programming either. My full-time job is a web developer and in university I used #C with ASP.NET for websites so I enjoy programming. However, I first want to take a stab at asset creation. Here is my first asset it's Churchill Place in London. My aim is to create assets from California and Australia as they are places that I love. But I first chose London as I like this skyscraper. Please see the photo below: Questions: I understand there is LOD needed which has to have low level of tri's. Do I copy the first version and try to reduce the level of tri's? Here is my diffuse mapping: How would I go about making a map for night lights? Lastly, how do I export this to file for cities skylines? It might sound stupid...but I have no clue! All feedback is appreciated!
  19. Hey, has anyone tried this library out for C:S mods yet? Seems kind of interesting, since it seems to allow patching of existing methods, rather than detouring the entire method.
  20. Cities: Skylines Index of Modding Tutorials & Information In an attempt to consolidate various tutorials & info on C:S modding, this topic will serve as an index. Basically, please post below links to anything aspiring modders may find useful! For example: Links to custom content related tutorials you've created in another topic (e.g. in this forum). Videos on YouTube, or similar video sites. Helpful links to online information / guides (e.g. Wiki articles, making best use of certain software features). Note: If you wish to post a tutorial / share some personal advice, it's preferred to do so inside a new topic here in the modding forum. This way it keeps discussion contained inside individual topics, making each subject easier to follow, and allows the author to respond to comments. I'll update links accordingly in the list below: General Info (9 resources) (Info) Modding API – Paradox Interactive (Info) Unity Scripting API – Unity Technologies (Info) Unity Manual – Unity Technologies (Info) Location of User Data stored for the game – Paradox Interactive (Info) Modding Properties Info Compendium – TPB / Skylines Info Squad (Video) How to Install Cities: Skylines Mods – CapTon (Video) How to Download Cities Skylines Mods on MAC – YouTube (Video) Developer Stream: Mod Masterclass – HenkkaArt (Tutorial) Unity Tutorials – Unity Technologies 3D Modelling (12 resources) (Info) Polygon Count (Wiki article) – polycount (Info) Free 3D Software and Resources for your Modelling Needs – Mr_Maison (Info) An important reminder about Normal Maps – Cool_Z (Video) Making a Custom Model for Cities Skylines – YouTube (Video) Import Model from Blender to Cities: Skylines – YouTube (Video) Blender: Creating low poly Stones and Rocks – YouTube (Video) Importing Sketchup Models – YouTube (Video) Basic Building UV Mapping with 3ds Max 2008 – YouTube (Video) 3ds Max 2010 Tutorials (22 video playlist) – YouTube (Video) Creation of a LOD model in 3ds Max – Shroomblaze (Tutorial) How to turn a Model into Game Ready Asset (3ds Max) – Shroomblaze (Tutorial) Bake Normal Maps for realistic, low-poly rocks, bushes and trees (and anything else) – boformer Modding (14 resources) (Info) NVIDIA Texture Tools for Adobe Photoshop – NVIDIA Corporation (Tutorial) Illumination Map Texturing Overview – GC_Vos (Tutorial) Detailed Nightlights – Cool_Z (Tutorial) Common Nightlight mistakes you should avoid – Cool_Z (Tutorial) Train Illumination.....a Different Animal – Mr_Maison (Tutorial) How to make a Blinking Neon Sign – boformer (Tutorial) How to create your own (complete) Building Style – boformer (Tutorial) How to create a Building Theme Mod – Donnerwurm (Tutorial) Manipulating networks with a Hex Editor – Sims firehouse (Tutorial) Creating & Applying Custom Props – TallgeeseIV (Tutorial) How to use Alphas for grilles or balconies – Cool_Z (Tutorial) Floors for Reflective Buildings... and others too – Cool_Z (Tutorial) Speculars without artefacts – Cool_Z (Tutorial) Map Editor: How to recreate roads from the real world – Krozjin (Tutorial) How to add lights to a prop – boformer Assets (8 resources) (Video) Create an Asset for Cities: Skylines from Scratch – BigMasterBig (Tutorial) Asset Creation 101 – Shroomblaze & various collaborators (Tutorial) How to add Custom Menu Icons to (almost) any Asset - The easier way – TPB (Tutorial) How to add custom Content Manager Thumbnails to assets – TPB (Tutorial) How to update your Workshop Assets - The easy way – TPB (Tutorial) How to Place Assets Anywhere – TPB (Tutorial) Remove Dirt from Tree and Prop Assets – TPB (Tutorial) How to Change an Assets Category Tab while still retaining service info of another Category – Shroomblaze Custom Content / Workshop (6 resources) (Info) Steam Workshop "Who to follow?" Suggestions – TPB / Skylines Info Squad (Info) Mod Compatibility Guide for After Dark – TPB (Info) Mods that work with After Dark (Collection) – TPB (Info) Illuminated Assets in Workshop, The Guide – TPB (Info) Illuminated Assets in Workshop, The Collection – TPB (Tutorial) Sub Buildings Enabler Documentation for Asset Creators – boformer (Info) Content creator rights and how to enforce them - Avanya (49 total resources) Note: See this page for a list of Workshop modding guides / info, which may not already be listed above.
  21. Hey everyone, This thread doesn't deal with any technical aspects of modding but mainly serves to discuss one of the commandments of modding here, "Thou shalt not reverse engineer." Reverse engineering SimCity 4 has generally been considered taboo, citing EULA restrictions and taking a conservative stance to minimize legal risk. While I'm not a lawyer (and none of this is legal advice or should be construed as such), it may be worthwhile for us to be more diligent in understanding and asserting our right to reverse engineer. The exact phrasing in the EULA is as follows: But notice that unlike most other EULAs with anti-RE provisions, SC4's provides for some legal exceptions. At minimum in the U.S., section 1201 of the DMCA could allow reverse engineering and circumventing copy protection in order to achieve "interoperability" or information exchange with some independent program. This would mean that trying to fix issues in SimCity 4 that prevent it from working properly with Windows 10 — an independently created program — would be legal. In the most ideal scenario, it's possible that the fair use doctrine in copyright law would be considered an applicable law, which would give us broad license to reverse engineer the game as long as we follow fair use guidelines. Likewise, for European citizens there's EU Directive 2009/24, which is very similar to the U.S. DMCA exception and states: I can't say for certain whether this is the case, but I am in contact with the Electronic Frontier Foundation (which published this wonderful FAQ on the legal issues of reverse engineering) to try and talk to one of their attorneys about this EULA clause and what it means for our right to reverse engineer, and I will post back here when I have updates on that.
  22. From the album How to Do It (S3-22-E)

    Before voting, please remember to: [View the Tutorial] This tutorial is aimed towards any custom content creator who regularly, or semi-regularly has to perform repetitive tasks in the Reader or any other application. Simple text scripts can be used to quickly and easily automate such tasks. Skills learned can also be applied to any program or procedure outside of Sc4 also. This tutorial is worded simply so those with zero programming experience can complete their first script. This tutotial only covers a few of the basics. There are hundreds of more advanced functions for more experienced users. The AutoHotkey Help file is a great resource for this.
  23. Hello & Welcome! This is a Tutorial/Guide for people using 3DS Max on how to turn any free model into a working in game asset for Cities:Skylines but you could still benefit and learn by searching up for the related ways to do things for your specific 3D Modeling Program. I will specifically be going over how to turn a free vehicle into a game ready model but the same method I explain can be used for any other model you are thinking about using. If you are new to 3DS Max or never have touched it. Check out this great playlist Tutorial Series for 3Ds Max Beginners. This is what I watched when I first started and only took me a couple days to start making my own assets! If you are new to 3D modeling this video series linked below will help you to understand how to navigate 3DS Max better. 3DS MAX BEGINNER YOUTUBE SERIES BY thenewboston Here is a list of the most popular free 3D sites where you can find free models to use. https://3dwarehouse.sketchup.com/ http://www.turbosquid.com/ http://tf3dm.com/ http://archive3d.net/ http://www.cgtrader.com/ http://www.blendswap.com/ http://www.yobi3d.com/ I also started this thread listing a bunch of free models I found on the 3D warehouse that i think hav