Jump to content

575 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

here is a tutorial: https://www.reddit.com/r/CitiesSkylinesModding/comments/3e85dp/how_to_create_a_building_theme_mod

Instead of messing with xml files, you can use the buildingthemes.xml you mentioned. Just make sure that:

it only contains information about your theme (only one <Theme> tag).

It references the workshop version of your buildings (you will see a workshop icon next to your buildings in the theme manager).

if you want, send me the file as a pm. I will check if anything is wrong.

@Judazzz Actually the files are not merged. Only changes you make to the themes are stored in the user XML file.

  • Like 1

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    here is a tutorial: https://www.reddit.com/r/CitiesSkylinesModding/comments/3e85dp/how_to_create_a_building_theme_mod

    Instead of messing with xml files, you can use the buildingthemes.xml you mentioned. Just make sure that:

    it only contains information about your theme (only one <Theme> tag).

    It references the workshop version of your buildings (you will see a workshop icon next to your buildings in the theme manager).

    if you want, send me the file as a pm. I will check if anything is wrong.

    @Judazzz Actually the files are not merged. Only changes you make to the themes are stored in the user XML file.

    Cool, I´m looking into that right now, looks easyer than expected. Thx for the offer, If everything is fine, i´m probably sending you the file by tomorrow evening :)

    Something else: Modeled an urban elementary school. Might need some fences on the roof
    though, or a hospital nearby:rofl:(hint).
    Im quite happy with the roof idea, saw it on some buildings in Manhattan.

    2015-08-23_00003.thumb.jpg.68039999f3a90



    2015-08-23_00005.thumb.jpg.5f4e8f7f212a5

    • Like 7

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    @boformer: thanks for the clarification!
     


    Something else: Modeled an urban elementary school. Might need some fences on the roof though, or a hospital nearby:rofl:(hint).

     

    Can't you use some of Soldyne's fence props, or can they only be placed on the ground?
    It starts to become repetitive, but once again sublime models!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    A 1x1 Filler is still missing though.

    I do not speak English

    your Assets are 1X2, To create a 1X3 building center,1x1 Filler will not disappear 

    I hope you can see that they have a back garden

     

     


      Edited by maksim2014  

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Not much time these days, but managed to do this 2x2 3story building in 20-30 minute steps over the last few days. The only building left is a 2x3 3story corner now. After I modelled that one, I can release the 3 storys. Maybe this weekend.

    prospect.thumb.jpg.d595d007d2b08b32c6020
    Also I think I try to recreate this beautie, but will be probably a longterm projekt, as its demolished and I need to acquire simular looking textures. If you know any building with simular looking parts, feel free to post them^^
    wisconsin-pabst-building-767x1024.thumb.


      Edited by Feindbold  
    • Like 9

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Reminds me of the school I attended:


    schule-goethe-2.jpg

    picup-ruhr-bauten-112.jpg

    Sadly there are no good pictures of the clock tower. Today there are big trees in front of it, so it is hard to take a photo. And the road was closed when the streetview cars travelled through germany.

     

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Maybe as an alternative you could try to create the White House in Rotterdam, the first proper high-rise in Europe (built in 1898). It looks pretty similar, and imo. would fit your Brooklyn theme nicely.

    Photo:
    384px-Rotterdam_wittehuis.jpg

    • Like 5

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Thx for the pics, jup the white house is a nice building. The clock tower on your old school looks very simular boformer.

    I think the variety of buildings on level 3 is now fine, time to model the LODs and release them:
    screenshot33udusl.jpg

    screenshot36gyu73.jpg

    screenshot37d6u32.jpg

    screenshot38tiu2r.jpg

    screenshot4032ul7.jpg

    • Like 9

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Woohoo, a new batch of Feindbold buildings! 8)
    Now if only I could make the remaining hours at work fly by...

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I saw you didnt create 4x 2 - 4 x 3 - 4 x4  buildings. Do the game consequently spawns more 1 x 2 - 1 x 3 - 1 x 4 buildings ? I'm creating small shops so if I can avoid 32 meters buildings facades... And I'm afraid : if I create ONE 32 meters buildings, the game will spawns the same building everywhere ?

    Thanks :)

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Thx guys :)

    Awesome dude. That new roof texture looks so much better than the old one. The higher contrast and straighter lines did the trick.

    Also do try to branch out a bit from the solid grey roofs and that one texture you've used on like half of your buildings. The more buildings you make with it, the more noticeable it becomes. Throw some white and black in there, some mixed color ones, different color trim around the edges, some patchwork ones, maybe a little green... ;)

    Yeah, was time to change it ;). I need to add more variety, yes. But roofcolors are so hard to do, and change a lot depending on the biom and colorcorrection :( :

    These screenshots are made in an temperate biom, but with european colorcorrection.
    -On an eurobiom without any correction, the roofs are getting even brighter, but the fascades are getting darker.
    -Tempered without any correction leads to grey/brownish roofs with slightly blueish fascades.
    -The other 2 ones getting probably way darker overall, but cant say for sure, as I´ve never tried them, they just look wrong :P


     

    I saw you didnt create 4x 2 - 4 x 3 - 4 x4  buildings. Do the game consequently spawns more 1 x 2 - 1 x 3 - 1 x 4 buildings ? I'm creating small shops so if I can avoid 32 meters buildings facades... And I'm afraid : if I create ONE 32 meters buildings, the game will spawns the same building everywhere ?

    Thanks :)

    Yes sadly, I am using 1x3s and 2x3s and even this way, the game spawns rougly 80% 2x3s and it will grow 1x3s only if there is no space for a 2x3. Lets hope either "After light" fixes this serious problem (I dont think so) or boformer manages to fix this with the buildings theme mod.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

     

    Yes sadly, I am using 1x3s and 2x3s and even this way, the game spawns rougly 80% 2x3s and it will grow 1x3s only if there is no space for a 2x3. Lets hope either "After light" fixes this serious problem (I dont think so) or boformer manages to fix this with the buildings theme mod.

    I doubt it. It's the best to create assets with the same footprint sizes as the vanilla ones. I posted a table a while ago.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Yes sadly, I am using 1x3s and 2x3s and even this way, the game spawns rougly 80% 2x3s and it will grow 1x3s only if there is no space for a 2x3. Lets hope either "After light" fixes this serious problem (I dont think so) or boformer manages to fix this with the buildings theme mod.

    That's probably intended behavior.  In order to look more "natural", the game will spawn lots randomly in a larger zoned area, so that you don't get a creeping wave of construction down the street, or recurring patterns. If it spawned the 1x lots first, there's too much risk that there would be no 4x spots left for the larger lots, so it tries to spawn wider footprints first.  This makes sense for two reasons:  (1) diagonal streets mean that many city blocks will have odd collections of shapes at the end of each block, and curved streets can result in lots of smaller areas that will take the 1x and 2x buildings; and (2) the Building limit and CPU load.  Game runs faster if it is weighted to prefer larger lot sizes, compared to city of same pop but lots of micro lots.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I'm enjoying these buildings so far. Great work! If I may, I would like to request more varying heights and roof textures. Also you can break it up a little by making sets of 2 on some of them. In East Flatbush a lot of these type of buildings are 2 next to each other and driveways between with garages in the back yards.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I know it gets repetitive, but holy crap those buildings are stunning!!
    Are these also corner buildings, like your previous set of NYC-style offices?


      Edited by Judazzz  
    • Like 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Thx,..yes, all corners. I need to do some row buildings soon :D

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Those look very nice! Will be a nice addition to my city when you release them. Could you maybe post one of your textures for those new buildings? I'm really curious how you texture and uwv.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Sure, there you go (that texture is not finished though), but you probably shouldnt take them as good examples, as they are mostly photoshopped fascades from streetview. Its more or less very lazy and unprofessional, compared to other modders, but its extremly fast in return ( usually between 1-3 hours per building from streetview into the game). What can I say,.. I love modelling, I hate texture stuff :P

    Though I do kinda like the "dirty" and "used" look using streetview footage and ingame, they look good enough for me, to stick with this method. Also Rockstar did pretty much the same, for the buildings in Gta4.

    L2_office1_2x2_d.thumb.jpg.8d4922b63622e

     


      Edited by Feindbold  
    • Like 4

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    ... cheater :D

    I hope you will create others buildings of this size, and some between around 5-8 storeys. They are really missing in the game. I will do some of these, but I'm quite slow.


      Edited by Attercap  

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I'm not sure I agree, yes you can create textures which look really gritty, but on classic fascades like this it is really hard to do that and get the details right.
    Also the game's lighting doesn't always makes normal maps show, especially when they are not combined with a specular map. Also shadows on buildings are not really realistic which makes a lot of detail get lost. I think Feindbolds buildings look excellent.

    How do you get the buildings so flat? A lot of photoshopping? If I do use streetview it's quite hard especially for really high levels.


      Edited by Darf  
    • Like 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Snip

    Snip


    Find a nice building
    this.thumb.jpg.23ed0ab1a7c8aa6ba6196c106

    Photoshop some screenshots together and model the building:
    render.thumb.jpg.ed7ea48690a0496f6af4ac4

    Ingame(no normal and colormap yet):
    2015-09-16_00005.thumb.jpg.424145ce4d36c

    snap


      Edited by Feindbold  
    • Like 5

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    For these small buildings your method is okay

    For bigger buildings (small skyscrapers) you will maybe have some problems ; 2048x2048 textures maps are limited for for a 20 storeys building ;) But I dont know if you want to do some of these !


      Edited by Attercap  

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I think for a 20 storey building you can mostly use about 5/6 floors of textures.
    A lot of floors are a copy of others, you just have the UV map overlap for those floors.

    It´s a lot more work than just simply having a seperate texture for all of them though.:P

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Most of the ingame buildings use the same technique.

    (I will not post vanilla textures here)

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Snip

    Snip


    Find a nice building
    this.thumb.jpg.23ed0ab1a7c8aa6ba6196c106

    Photoshop some screenshots together and model the building:
    render.thumb.jpg.ed7ea48690a0496f6af4ac4

    Ingame(no normal and colormap yet):
    2015-09-16_00005.thumb.jpg.424145ce4d36c

    snap

    Is this available yet ? :D This building is very nice !

    • Like 2

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    • Recently Browsing   0 members

      No registered users viewing this page.

    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections