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Ratonces

[Beach] Finally solved the issues, progress so far:

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After a lot of reasearch and a lot of headaches trying to figure out how to solve the issues mentioned in the other thread, i found the fix., here is the progress i have made so far:

 

4G4K1en.jpg

 

EAx4hmX.jpg

 

i2N55gO.jpg

 

I want to portray this feeling ingame:

 

5657971.jpg

 

 

 

 

 

I am planning to add lifeguard towers, sand castles, dunes (maybe), balloons, balls, and anything else that you guys suggest. Later i will add a tutorial on how to fix the issues i had for anyone interested. Cheers guys.

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cool stuff. This is the sort of stuff that makes me consider starting another city on a different map :)


New Cities: Skylines CJ -

Feel free to check out my SC4 CJ as well -

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    Small progress, small tents and life-guard towers:

     

    XTBVB96.jpg

     

    Dunno if i am happy with these Life-guard towers, they look, hmm, empty.

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    That's a very nice job, look forward to your progress. Any chance of adding Pamela Anderson to that Life-Guard tower? :P

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    ^ That is usually what happens if people go for a swim and come back to their spot.

    Anyways do the Cims actually use the beach or it is purely cosmetic?

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    I also find the color of th sand around each one of them a bit distracting and weird.  :uhm:

     

    Yeah, its weird, i dont think i can change that, have seem nothing in the files related to it. Maybe with some luck Colossal Order will release better tools in a future patch.

     

    ^ That is usually what happens if people go for a swim and come back to their spot.

    Anyways do the Cims actually use the beach or it is purely cosmetic?

     

     

    No, sadly they dont, its impossible for them because none of the assets is tied to any street, they are all individuals and ploppable, so unless someone finds out how to mod this, it will be empty.  :dead:

     

     

     

     

    @ Weeeeeeeeee:

     

    WVHUbrb.jpg

     

    FbehKL9.jpg

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    Almost done, probably will release it tomorrow:

     

    ZAOjYWA.jpg

     

    0x9PKO4.jpg

     

    Phbqjk4.jpg

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    They're categorised under parks but how do you 'plop' them? I don't see them on roadsides in the screenshots.

     

    These look excellent anyway. I've been using the temporary 'Beach Area' park that attracts Cims but that's just a temporary thing.

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    You're my hero Ratonces! I've been hunting all over for some new beach assets =)

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    Community Management Team Cities: Skylines Paradox Interactive

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    Thats incredible stuff. 

     

    Any chance of you revealing how you make the menu icons show for your items? I can't for the life of me figure it out.

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    They're categorised under parks but how do you 'plop' them? I don't see them on roadsides in the screenshots.

     

    These look excellent anyway. I've been using the temporary 'Beach Area' park that attracts Cims but that's just a temporary thing.

     

    You have to download HxD, create your mod, then find its folder (usually: C:\Users\USER\AppData\Local\Colossal Order\Cities_Skylines\Addons\Assets) open it with HxD and find with Ctrl + f this line: M_placementmode and change it to 03.

     

    You're my hero Ratonces! I've been hunting all over for some new beach assets =)

     

    Thanks man. You are welcome.

     

    Thats incredible stuff. 

     

    Any chance of you revealing how you make the menu icons show for your items? I can't for the life of me figure it out.

     

    Same way you do with your textures: Instead of Yourmodel_d.png you name the image Yourmodel_thumb.png (109x100px). Easy. :)

     

     

     

     

    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

     

     

     

     

    Ok guys, released it for now, with more time i will be releasing more stuff updating the mod, link to the workshop:

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=417022843

     

    Enjoy!

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    You have to download HxD, create your mod, then find its folder (usually: C:\Users\USER\AppData\Local\Colossal Order\Cities_Skylines\Addons\Assets) open it with HxD and find with Ctrl + f this line: M_placementmode and change it to 03.

     

     

     

     

     

    Hi, Ratonces, I´ve done what you said about locate the line M_placementmode for one asset I have created, but what you mean when you say "change it to 03"? I have to erase "M_placementmode" and just write "03"?, Its the first time I use HxD! Thanks for you time!

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    I'm also having trouble with the HxD trick :) How exactly and what do I change to 03? 

     

    There doesn't seem to be any value next to the text, apart from YSystem.int32 and other stuff like that.

     

    Thank you for your help!

     

    EDIT: Ok I figured it out, thanks!

     

    Dhanus, you have to change on the left side, the hex that get highlighted when you search, change the 00 after the 65 to 03

     

     

     

     

    Also, about the icon thing, where do I put that icon image? In the same folder where the .crp file is? And should I put that icon image together with the previewImage.png when I update to Steam? Sorry but there is really no info out there about this that I could find :(

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    You have to download HxD, create your mod, then find its folder (usually: C:\Users\USER\AppData\Local\Colossal Order\Cities_Skylines\Addons\Assets) open it with HxD and find with Ctrl + f this line: M_placementmode and change it to 03.

     

     

     

     

     

    Hi, Ratonces, I´ve done what you said about locate the line M_placementmode for one asset I have created, but what you mean when you say "change it to 03"? I have to erase "M_placementmode" and just write "03"?, Its the first time I use HxD! Thanks for you time!

     

     

     

    I'm also having trouble with the HxD trick :) How exactly and what do I change to 03? 

     

    There doesn't seem to be any value next to the text, apart from YSystem.int32 and other stuff like that.

     

    Thank you for your help!

     

    here's a screenshot of what I'm looking at, click for full res. Is this the view I'm supposed to be looking at or is there another way to open the file?

     

    5b5b257b19.png

     

     

    Also, about the icon thing, where do I put that icon image? In the same folder where the .crp file is? And should I put that icon image together with the previewImage.png when I update to Steam? Sorry but there is really no info out there about this that I could find :(

     

    Its nice to answer, i also had to reasearch a lot to find out how to do these simple things. Here i edited your screenshot showing where you should type "03": 

     

    8hrqVSi.png

     

    Every time you click at the end of the word, in the first dot, you will mark one of the numbers on the left with the doted square, so there is where you have to edit.

     

    As for the icon, i dont know if it works for everything, i tested it for trees, parks and props, and it only worked for Parks, so it may still need patch. You place the image_thumb.png together with your .FBX file, i think it has to have a new model with it, for the image to load.

     

    What happens is: When you click your model import ingame, the game creates a package that contains your model, its textures/maps and your image icon, so you create your park/monument/whatever and the time you click import it will load and pack all these files. After that you will just upload to Steam the packed file, and it will contain all your work.

     

    Try explaining to me what exactly you want to do and how you are doing it, that will help me understand.  :)

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    Hi, I tried to change the 00 after 65 to 03 as you can see in the picture attached, but I test it in the game and it is still necessary a street to place the asset I created. Is there something I missed or any extra change to the file?

    post-306375-0-17675200-1427871253_thumb.

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    First I want to thank Ratonces for his help, for this awesome trick!

     

    I have some more questions but I want to do some more testing first :D

     

    Dhanus, you need to quit the game and restart it for it to work. :)

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    Great stuff! As these are parks, without road connections, do you wind up getting high crime/trash/dead bodies that can't be removed?

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    Great question...

     

    I also have another question, hopefully Ratonces can help me out again.

     

    I accidentally forgot to create an asset as a new asset, but worked from a file I had downloaded from workshop.

     

    Problem is, now the file has wrong author information and has a link to the original workshop item in content manager. Do you know how I can change the author, asset ID and all that manually?

     

    Sigh. I made 20 assets that are like this... so bummed.

     

    I'm guessing I'd have to change all instances of publicKeyToken to new tokens I make by creating new assets and... that sounds like a nightmare. I might just have to remake them all. bummer.

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    Great stuff! As these are parks, without road connections, do you wind up getting high crime/trash/dead bodies that can't be removed?

     

    Good question! Havent tested that yet, i hope not, because people cant reach the parks anyway, so they wont be killing anyone there (i hope).

     

    Great question...

     

    I also have another question, hopefully Ratonces can help me out again.

     

    I accidentally forgot to create an asset as a new asset, but worked from a file I had downloaded from workshop.

     

    Problem is, now the file has wrong author information and has a link to the original workshop item in content manager. Do you know how I can change the author, asset ID and all that manually?

     

    Sigh. I made 20 assets that are like this... so bummed.

     

    I'm guessing I'd have to change all instances of publicKeyToken to new tokens I make by creating new assets and... that sounds like a nightmare. I might just have to remake them all. bummer.

     

    Sorry, about that i dont know, really sorry. All the knowledge i have came from that mod. :c

     

    Right now, i have to learn how to properly unwrap uvw on 3DS max, as it is resizing the textures i create on Sketch Up, if you know how to do it, please help me, lol.

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    Hehe thanks, I just remade them all :) No big deal. Lesson learned. Good luck with the unwrapping. I have no clue about any of that either :D

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    It is a wonderful mod! I wonder if you could add Cims to it? Or get them to spawn in these beach park items?

     

    4sfCRx.jpg

     

    8Tu3ia.jpg

     

    HujLBR.jpg

     

    mZcXQm.jpg

    • Like 2

    Dear sir/madam/whoever will read this!

    This profile is now defunct.

    Computer problems and issues with accessing my Imageshack account meant My SC4 CJ Scrapbook was lost and utterly irretrievable. This setback put me off SC4 for many months.

    Apologies for the inconvenience and for the lost pictures.

    But that SC4 itch did not go away and it had to be scratched! I have started afresh with a new account here- The British Sausage

    The URS is a spiritual successor to the SC4 CJ Scrapbook.

    With this update this will be the last time I visit my original Simtropolis account- admin/mods feel free to remove it or do whatever you need to do. I have no further use for the Ln X (BLANKBLANK) account.

     

    With regards, Miles Saunders-Priem aka. Ln X aka. The British Sausage

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    It is a wonderful mod! I wonder if you could add Cims to it? Or get them to spawn in these beach park items?

     

    4sfCRx.jpg

     

    8Tu3ia.jpg

     

    HujLBR.jpg

     

    mZcXQm.jpg

     

    Hi, i saw your thread :). Its a good idea, i talked to a friend today, and he said that it would be probably doable, but very hard, to spawn Cims at the assets, but still, he thinks it can be done, so i will try to look after someone to help me with that.

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    There is one possibility, and that's modding some sand-skin pedestrian paths, then using them on the beach parks with ends overhanging, then you can connect more paths to that once plopped and Cims will walk there. Similar to how I get Cims on my avenue parks because the roads run through them.

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    There is one possibility, and that's modding some sand-skin pedestrian paths, then using them on the beach parks with ends overhanging, then you can connect more paths to that once plopped and Cims will walk there. Similar to how I get Cims on my avenue parks because the roads run through them.

     

    It would still be too organized for a beach, real beaches are just a mess of people running around and umbrellas/tents.

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