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I've been practicing a technique I saw on one of the realistic city series on Youtube for adding on-street diagonal parking.  The set-up in these two apartment complexes mirrors what is sometimes used in real life apartment complexes, and the assets together with Traffic Manager can produce pretty realistic behavior when the simulation is running.  About the only two things I don't know how to control are 1) some of the assets (like the apartments in the top screen shot) seem to include their own unmarked parking places and 2) the vanilla game spawns and despawns cars, and when for example a Cim is at the end of their trip, their car will drive into the asset, which in this case means driving through parked cars, over curbs, over sidewalks, and into the assets.  :P

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I've been working on Littletown, my Cities Skylines project. I am ten episodes in, check out the progress: 

 

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On 11/24/2017 at 11:21 AM, JohnAkaMrP said:

I've been practicing a technique I saw on one of the realistic city series on Youtube for adding on-street diagonal parking.  The set-up in these two apartment complexes mirrors what is sometimes used in real life apartment complexes, and the assets together with Traffic Manager can produce pretty realistic behavior when the simulation is running.  About the only two things I don't know how to control are 1) some of the assets (like the apartments in the top screen shot) seem to include their own unmarked parking places and 2) the vanilla game spawns and despawns cars, and when for example a Cim is at the end of their trip, their car will drive into the asset, which in this case means driving through parked cars, over curbs, over sidewalks, and into the assets.  :P

20171124111339_1.jpg

20171124111427_1.jpg

Please don't hate me but I would suggest using better tress instead of the vanilla ones.They look ugly.


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7 hours ago, MisterBlueStar4 said:

Please don't hate me but I would suggest using better tress instead of the vanilla ones.They look ugly.

Are you thinking of 1) the vanilla trees that came pre-populated on the map (Guardian Bay in this instance), 2) the vanilla trees that are part of the apartment complex asset, or 3) the Summer Trees # 2 that I've added as detail?

As for the vanilla trees that came with the map, going forward, I'll be using maps that require custom trees.  Is it safe to assume that if a map requires 5 to 10 or more tree assets, then none of the trees on the map at the start will be vanilla trees?

As for the vanilla trees that come with assets, I have this vague notion based on what people sometimes write on this site that it is possible to edit both vanilla and custom assets, for example to get rid of their trees and/or replace the vanilla trees with better looking ones.  Can you point me to a video or web page that provides instructions on deleting or replacing trees from assets?  Sometimes trees and other props can make assets harder to mash together, so I'd welcome an ability to get rid of or replace props.

As for Summer Tree # 2, if you're talking about it being ugly, well, man, that's just hurtful. Summer Tree # 2 never lifted a finger against you.  :no:

Edit # 1 - it looks like Prop it Up! may be the tool I want.  I tried the in game asset editor, and encountered two problems - first, the trees were visible in asset preview but were not shown once the asset itself loaded, and second, there didn't seem to be any editing tools anyway.  About all I seemed to be able to do in the asset editor was to inspect the asset, change the lighting... and not much else (?).

Edit # 2 - Success!  Thanks to Prop it Up! being simple enough for even me to use, I've edited the global Oak tree to something else on a sandbox map, and I then successfully replaced the tree assets associated with the apartment complex that was in one of my screen shots above that I used to show how I had added on-street diagonal parking to an otherwise vanilla street.  It looks a lot better already!

20171125164335_1.jpg

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20171125222626_1.jpg

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7 hours ago, JohnAkaMrP said:

Are you thinking of 1) the vanilla trees that came pre-populated on the map (Guardian Bay in this instance), 2) the vanilla trees that are part of the apartment complex asset, or 3) the Summer Trees # 2 that I've added as detail?

As for the vanilla trees that came with the map, going forward, I'll be using maps that require custom trees.  Is it safe to assume that if a map requires 5 to 10 or more tree assets, then none of the trees on the map at the start will be vanilla trees?

As for the vanilla trees that come with assets, I have this vague notion based on what people sometimes write on this site that it is possible to edit both vanilla and custom assets, for example to get rid of their trees and/or replace the vanilla trees with better looking ones.  Can you point me to a video or web page that provides instructions on deleting or replacing trees from assets?  Sometimes trees and other props can make assets harder to mash together, so I'd welcome an ability to get rid of or replace props.

As for Summer Tree # 2, if you're talking about it being ugly, well, man, that's just hurtful. Summer Tree # 2 never lifted a finger against you.  :no:

Edit # 1 - it looks like Prop it Up! may be the tool I want.  I tried the in game asset editor, and encountered two problems - first, the trees were visible in asset preview but were not shown once the asset itself loaded, and second, there didn't seem to be any editing tools anyway.  About all I seemed to be able to do in the asset editor was to inspect the asset, change the lighting... and not much else (?).

Edit # 2 - Success!  Thanks to Prop it Up! being simple enough for even me to use, I've edited the global Oak tree to something else on a sandbox map, and I then successfully replaced the tree assets associated with the apartment complex that was in one of my screen shots above that I used to show how I had added on-street diagonal parking to an otherwise vanilla street.  It looks a lot better already!

20171125164335_1.jpg

20171125222741_1.jpg

20171125222626_1.jpg

4

Looks better already.


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I randomly felt like working on LUTs. The vanilla settings aren’t contrasted enough in my opinion and look like permanent fog. The best LUT I’ve found in the workshop is Realistic V1.2, but it’s slightly too bright and not vibrant enough, so I decided to do something on my own :) I also wanted a nice kind of bluey winter LUT. Time in the game was 16:08 for temperate and 8:45 for winter.

My LUT + After Dark settings:

I61O9jP.png

Vanilla + After Dark settings:

aIdhLkQ.png

My LUT + Daylight Classic:

u0U5N3D.png

Vanilla + Daylight Classic:

HelohKD.png

 

My LUT + After Dark settings:

gJCxRN1.png

Vanilla + After Dark settings:

Zu06xMh.png

My LUT + Daylight Classic:

cNBSrER.png

Vanilla + Daylight Classic:

Kdr7dhy.png

 

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I’m working on a new plant, for the first time with hand-painted textures :) (I was looking at google pictures though, I’m not good enough at drawing to paint everything from imagination yet). I will have to make new leaves though, I reused some I drew some time ago, but hydrangea has a different leaf shape.

s4nUv31.png

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Been working on this for a while.It's not the final version.Any suggestions would be well appreciated.

SYcBT2r.pnglUbspcU.pngKO1LUGL.png

 

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I'd suggest using a single line instead of those individual parking spaces. It will look a lot neater. And I'd probably angle them a bit more. Not a lot, maybe 10-20 degrees more.

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1 hour ago, Matthias King said:

I'd suggest using a single line instead of those individual parking spaces. It will look a lot neater. And I'd probably angle them a bit more. Not a lot, maybe 10-20 degrees more.

A single line?What do you mean? Can you give me an example?


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There are a couple of simple white lines of the right size on the workshop. I think it's in the 'Parking Lines (White)' by DeCzaah. There's a long and short line. The long line is the same size as the parking space lines.

https://steamcommunity.com/sharedfiles/filedetails/?id=872001174&searchtext=parking+lines

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49 minutes ago, Matthias King said:

There are a couple of simple white lines of the right size on the workshop. I think it's in the 'Parking Lines (White)' by DeCzaah. There's a long and short line. The long line is the same size as the parking space lines.

https://steamcommunity.com/sharedfiles/filedetails/?id=872001174&searchtext=parking+lines

Oh I see what you mean.I want the parking spaces to be functional and diagonal though.I'll see what I can do.


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You could still make them diagonal with the single lines. I'm not sure how you'd make them functional, though.

One thing you could possibly do is go into the Asset Editor and create a park using the lines and invisible parking markers, then plop the park in-game and use Move-It to position it at the curb. The parking would be functional then.

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I've started a new city a while ago. The city grew quite rapidly, resulting in a city which was divided by a highway. In my opinion this wasn't a great situation, thus I've changed it. You can see the result below.

pwievDF.jpg

It used to be like this. However, the area on the left has been developed in urban space entirely. Therefore the highway was a huge barrier (it was also causing a lot of noise in neighborhoods, which I am trying to avoid as much as possible).

8bt2PkU.jpg

Like you can see above I've removed the highway, the highway is entirely underground. Above the highway, I've built a big park. This park connects both sides of the city via footpaths and bicycle-bridges. Thus making it more attractive to cycle instead of driving. Furthermore, you can see that there are fewer buses than before. This is mostly caused by the fact that I've increased the number of metro-lines from 4 to 12. Therefore the number of passengers traveling by metro has increased massively. I've also incorporated several large stations in this new metro-system on which you can change lines, leading to a huge increase in passenger numbers as well.

I am looking into doing similar projects in other areas in the city. There are still some places with these issues. However, this is kind of expensive and quite difficult to implement because of the big metro system. So I guess these solutions are mostly for the long term.

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Working on a hibiscus bush :) I think the main mesh and texture are finished, now I need to add flowers. This mesh is made from flat planes, which made it really low poly – only 136 tris now, so I have some leeway for flower and it’ll probably still stay in the low poly range.

bqrb6Uj.png

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I just did an overhaul on my city's metro system. The original one lacked multi-platform stations and was plagued by delays/traffic. Since I implemented these changes, ridership increased from 1,000 to nearly 5,000-pretty happy with those results. I've been working on a small (crappy) map so that I could get a clean image of the system to use for future plans.capture_zpspvmaaw7c.jpg

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So let me make a statement.I'm gonna take a break from doing C:S for a while because I got overwhelmed by the amount of work and it stresses me out a lot so I need to recharge.These are my last photos for now of a river with a bridge running over it.

qp1zD0c.pngcBgbHC6.pngbkEM5k4.pngliLqug5.png6rZrhbj.png

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I love the shots of neighbourhoods when zoomed in close up. I sometimes imagine myself living in such places. Littletown is my Cities Skylines series running on YouTube. You can follow all the builds here: https://www.youtube.com/channel/UCQWH-LAURA1-AhGCo39nIoQ

Screenshot 1.jpg

Screenshot 2.jpg

Screenshot 3.jpg

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7 minutes ago, Matthias King said:

Looks really good so far.

Where did that McDonald's billboard come from? I'm lovin' it! :D

The billboard was part of Conno's billboard pack.


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Nice. I have that, but it's not in the thumbnails, and I haven't loaded the game up since I subbed it so I hadn't seen it. Thanks.

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Just finishing my new map, making it BonBon-proof, so to say. Any suggestions for a name?XwGFvNL.png

 

LcShBJk.png

 

UdlExQE.png

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Nothing really fancy. I got the inspiration for this from playing the game "Night In The Woods". A sleepy forever-autumn rural town. I went for a more Euro-American hybrid look though instead of a full American look like that in the game. This store here is based off the baseball bat light bulb scene with Gregg, with some creative liberty.

MD2k6S4.png

 

And this is part of main street. The entrance section of it that connects to Roadway 55, the town's narrow and twisty "highway" connection. It's simplistic and nothing fancy. Further down the road are more W2W buildings, but I didn't take a photo of them. Far out there is the industrial sector, which is ironically stagnant in its development.

 

zYPrQW2.png

 

Btw, can someone suggest an Autumn-looking LUT to me?

 

@Pluispixel Cape Chadwell

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I love the look of beach resorts when viewed aerially. The pools, trees, buildings, etc, all make for an awesome visual take in. The steam workshop lacks really good assets that can be used to create a truly "resorty feel" (if you know of any, please share because I can't find them, especially pools).

With the release of King Leno's latest casino series and assets, I finally found assets I thought could get a resort feel. I have plans for a much bigger and better one, but for now, here's what I built:

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