Jump to content
TPB

[CSL] Show us what you're working on!

759 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 
34 minutes ago, cs_k3 said:

New city, trying my hand at even more detailing and "realistic" layouts.

HiresScreenshot-36.jpg

This looks really good. It almost looks like a photo. Nice work.

By the way, what are those silver posts on the corners?

  • Like 2

Share this post


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

@Ronyx69 I really like the ambiance in those shots! Would you mind sharing what settings you used? That starred night sky shot looks awesome btw!

Share this post


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

Like everyone else, I'm really impressed by that last shot.

That lonely yellow light, revealing the dirty back lot against a field of black. Very nice.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
10 minutes ago, _Beardmonkey said:

@Ronyx69 I really like the ambiance in those shots! Would you mind sharing what settings you used? That starred night sky shot looks awesome btw!

A few things that I balanced: (well at least attempted to balance)
map theme, lut, daynight lighting gradients, tonemapping settings, choice of assets

It would be cool to see how it looks in actual cities others have made. (I haven't even made a city yet, just some little testing spots)

Get the LUT and the script to change the lighting and tonemapping and you can try it out.
It may clash with daylight classic, softer shadows, ultimate eyeandy, or anything else that changes this stuff.

Add me on steam to talk about this stuff and maybe give me some screenshots.

  • Like 1

Ronyx rhymes with electronics...  

Steam  //  Twitch  //  YouTube  //  Twitter  //  CSLModding.INFO

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
38 minutes ago, Ronyx69 said:

A few things that I balanced: (well at least attempted to balance)
map theme, lut, daynight lighting gradients, tonemapping settings, choice of assets

It would be cool to see how it looks in actual cities others have made. (I haven't even made a city yet, just some little testing spots)

Get the LUT and the script to change the lighting and tonemapping and you can try it out.
It may clash with daylight classic, softer shadows, ultimate eyeandy, or anything else that changes this stuff.

Add me on steam to talk about this stuff and maybe give me some screenshots.

What's the lut you used for the photo.It might be natural color since the best screenshots usually has that lut


I Believe in achivement.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
4 minutes ago, Pottermeis4 said:

What's the lut you used for the photo.It might be natural color since the best screenshots usually has that lut

It's a custom lut i made specifically for this.


Ronyx rhymes with electronics...  

Steam  //  Twitch  //  YouTube  //  Twitter  //  CSLModding.INFO

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
14 minutes ago, Pottermeis4 said:

How to install?

Put the file in:

C:\Users\yourusername\AppData\Local\Colossal Order\Cities_Skylines\Addons\ColorCorrections

appdata may be hidden so you can just type it in the address bar.

 

I guess I shouldn't assume people know this stuff outside of the modding forum.


Ronyx rhymes with electronics...  

Steam  //  Twitch  //  YouTube  //  Twitter  //  CSLModding.INFO

Share this post


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

I'm doing a San Francisco city build and was testing out some concepts to create the iconic Lombard street in all its glory. It's still a work in progress, and could definitely use some advice on how to make it look better. I wanted to have the winding road with rails on each side. I first started with one way highway elevated pieces, then moved to elevated ped paths, then I finally resorted on ground level ped paths and place the barriers myself.

Here's how it started...

20161122202842_1.jpg

And how it turned out... I still have more to work out and things to fine tune.

20161122211655_1.jpg

20161122211729_1.jpg

  • Like 2

Share this post


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

This is really impressive. I think it turned out really well. Though I don't think it's steep enough. Lombard's steep as hell isn't it?

Share this post


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

A bit foggy in this new city I'm working on:

Screenshot_220.png

Layout before development, offset the grids:

Screenshot_212.png

Overlooking the main town:

Screenshot_218.png

  • Like 3

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
12 hours ago, wojtason said:

Just trying to make the perfect exit :)

20161124000645_1.jpg

20161124000652_1.jpg

20161124000723_1.jpg

Please make this into a park or something

Share this post


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

I'm actually working on highway markings (there will be few types of them) which have the same color as original highway lines. In one asset there will be parallel lines so it's way easier to draw them. You won't have to do it one by one. I'm still having some difficulties with visibility from distance but I will publish them on steam one's they are finished. 

  • Like 2

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
8 hours ago, wojtason said:

I'm actually working on highway markings (there will be few types of them) which have the same color as original highway lines. In one asset there will be parallel lines so it's way easier to draw them. You won't have to do it one by one. I'm still having some difficulties with visibility from distance but I will publish them on steam one's they are finished. 

I recommend you to publish them as decals. Visibility of decals is limited, but it's the best solution.

  • Like 1

Share this post


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

If I only knew how :) I need to test existing decals first, I don't know how they work. Thanks for a suggestion! :)

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
3 minutes ago, wojtason said:

If I only knew how :) I need to test existing decals first, I don't know how they work. Thanks for a suggestion! :)

Maybe @Ronyx69 will be able to help you...

Share this post


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

I know it might sound silly but I need to find out what decals are first :)

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
5 minutes ago, wojtason said:

If I only knew how :) I need to test existing decals first, I don't know how they work. Thanks for a suggestion! :)

Tutorial here.

I tried to explain everything in depth in that tutorial, if you still need help add me on steam.

  • Like 1

Ronyx rhymes with electronics...  

Steam  //  Twitch  //  YouTube  //  Twitter  //  CSLModding.INFO

Share this post


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

Done :)

 

Guys, when I look at this exit ramp, I'm thinking about 1 thing. Save an asset in game not in asset editor... It's impossible to add custom props in asset editor to interchange so the only way is to create it as park which I'm not convinced to.I'm thinking about Move it mod which allows to select and copy selection. That's what I do in my cities sometimes, create perfect ramps somewhere and then just copy paste then where I want. 

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Just now, _Beardmonkey said:

@Ronyx69 Very nice tutorial indeed! How does the priority value work?

The game orders stuff randomly... unless you have a priority. Then it will order by priority, so if you're making a pack of related things, group them together and order them how you want.

For example choose a beginning number, a large one, so you make sure you don't clash with other people assets - let's take 6789 for example.
Then you have a bunch of stuff in your asset pack and you order the assets, each has its own priority 678901, 678902, 678903...

  • Like 1

Ronyx rhymes with electronics...  

Steam  //  Twitch  //  YouTube  //  Twitter  //  CSLModding.INFO

Share this post


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

Ok I published it for testing only.

http://steamcommunity.com/profiles/76561198259720263/myworkshopfiles/

There are 4 types of lines.

 

1.Lanes double - Solid-dash-solid to connect markings on 2 lane highways on nodes.

2.Lanes double sidedash - Solid - dash - dash - to easly create conversion between 3 and 2 lane highway

3.Lanes line only - just a short 1m line for finishing touches

4.Lanes single - it's for 1 lane highway, similar to Lanes double.

You will need More Beautification Mod and Prop Line Tool to place them. 

 

EDIT: Sorry for posting this here...

 

  • Like 2

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
23 minutes ago, Ronyx69 said:

The game orders stuff randomly... unless you have a priority. Then it will order by priority, so if you're making a pack of related things, group them together and order them how you want.

For example choose a beginning number, a large one, so you make sure you don't clash with other people assets - let's take 6789 for example.
Then you have a bunch of stuff in your asset pack and you order the assets, each has its own priority 678901, 678902, 678903...

Got it! Too bad I didn't look this up before I started making decals. Does this apply to all assets? Is it possible to prioritize props and buildings as well?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Just now, _Beardmonkey said:

Got it! Too bad I didn't look this up before I started making decals. Does this apply to all assets? Is it possible to prioritize props and buildings as well?

Not sure if there are any exceptions, but yeah should apply to all.

 

Also this is not the modding discussion section. It's a thread for screenshots. We kinda took over, go to the modding section and post on my thread if you don't have your own.

  • Like 1

Ronyx rhymes with electronics...  

Steam  //  Twitch  //  YouTube  //  Twitter  //  CSLModding.INFO

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


×

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