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Very early sneak peak at my very first sucessfully imported custom asset! I am working on a modular set of medieval walls because I am a fan of medieval architecture and I'm not really satisfied with the vanilla game assets. There will be a 6m tall and a 12m tall set, each with 1 and 4-cells long terrain-conforming free-placing walls as well as towers and gates. This is the 12m high, 1-cell long wall that was mainly a test to see if I could texture and import an asset successfully before creating the other ones, I will rework it a bit. I didn't use an anarchy mod so the assets are not perfectly aligned but it will be needed. Also the road is only there for scale, as the assets are free-placed.

Of course the towers and gates won't be terrain-conforming, ideally I would like them to leave the terrain intact and show the foundations if placed along a moat but I haven't worked on it yet so I don't know how it will turn out.

I'm doing my best about optimization as there will be quite a number of different assets. I have no idea if it is the best solution but the texture file is 512x512 (I will try to reduce it to 256x256 to see how it turns out because right now the textures seem fine) and is only made out of a seamless texture sample. I divided the asset into squares that use the whole texture. This of course increases the tris count but allows a reduced and still high-quality texture (the squares are 4m wide). What do experienced modellers think about it?

 

 

 

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On 25/06/2016 at 7:56 PM, jduffett said:

I'm working on a hydro project. Well, I think I'm done at this point really, though if I was to start again I'd probably do it a little differently.

Tbf though that is one damn impressive dam

 

Meanwhile I've been working on river redirection from my dam. It's been chucking out a lot of water and causing flooding everywhere.

 

20160630195123_1.jpg

The channel to the top is newly constructed. The channel flowing to the right is the original water course and will continue to carry some water to the Deville River.

Meanwhile whilst I busy, my city was left on it's own. It hasn't coped well on it's own. A bug somewhere with a mod has caused city services to cease correctly functioning. Police weren't fighting crime, people weren't collecting the dead, businesses were running short of goods.

20160630195134_1.jpg

Might get rid of the rush hour mod, not necessarily because it is the cause of so much chaos but because the traffic gets a bit paralyzing.

Now however, the redevelopment of the dam and the creation of the new water courses has allowed the lands to properly drain and the water to flow much more efficiently whilst also improving the capacity for clean drinking water supply.

20160701033126_1.jpg

As a result, the City now sits on an artificial island of sorts

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On June 28, 2016 at 9:04 PM, hbn said:

Meanwhile I've been working on river redirection from my dam. It's been chucking out a lot of water and causing flooding everywhere.

20160630195123_1.jpg

The channel to the top is newly constructed. The channel flowing to the right is the original water course and will continue to carry some water to the Deville River.

 

Neat! Reminds me of the Red River Floodway. I had to do a fair bit of tweaking to optimize power output and downstream water flow... Adding water sources above the dam, playing the position, strength and height of the water source. I tried some variations on the flow dividers to try to balance power between the turbines too, but in the end that didn't work out that well. Even in the screen shots I posted, you can see I have less flow through the centre. Believe it or not, the water pumping stations play a surprisingly significant role in the flow balance. Once I had a water source that I felt was generating enough power to justify the triple turbine dam, I too was having problems with downstream flooding. I ended up "cheating" it by placing a very low water sources (well, water sink, I guess is what they become) at the base of the spillways to remove some of the flow and make it look more realistic. I've actually revised my map and built a similar dam from scratch, and I used a sink on each spillway, and it looks a lot better. Your solution would have been easier, in a sense, but I don't really have a good place to route a floodway or diversion channel.

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On 05/07/2016 at 4:42 AM, jduffett said:

Neat! Reminds me of the Red River Floodway. I had to do a fair bit of tweaking to optimize power output and downstream water flow... Adding water sources above the dam, playing the position, strength and height of the water source. I tried some variations on the flow dividers to try to balance power between the turbines too, but in the end that didn't work out that well. Even in the screen shots I posted, you can see I have less flow through the centre. Believe it or not, the water pumping stations play a surprisingly significant role in the flow balance. Once I had a water source that I felt was generating enough power to justify the triple turbine dam, I too was having problems with downstream flooding. I ended up "cheating" it by placing a very low water sources (well, water sink, I guess is what they become) at the base of the spillways to remove some of the flow and make it look more realistic. I've actually revised my map and built a similar dam from scratch, and I used a sink on each spillway, and it looks a lot better. Your solution would have been easier, in a sense, but I don't really have a good place to route a floodway or diversion channel.

I tried doing a quad turbine damn inspired by yours but i couldn't get the game to play along. I had it come up with everything preventing me from laying it out properly. Trying to use anarchy to place the dam didn't work. Instead i opted for something simpler. The water source lies near the edge of the map so it fills up. Even placing that flood channel required some meandering around contours until i levelled the channel floor.

I did cheat and used a sink for my sewage though, mostly because the amount of sewage this game generates can overwhelm all water in the map. Even when placed downstream.

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On 29/06/2016 at 10:34 AM, hbn said:

20160701033126_1.jpg

As a result, the City now sits on an artificial island of sorts

 

Your regional view is looking great.. Love the picture before this, the distinct look between the old and the new is pretty inspiring.


PbxSqRQ.jpg

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On 5/17/2015 at 4:19 AM, Ultimate727 said:

That's done with picture editing software, or just paint or PowerPoint, I think. It's not possible to name your roads in game.

well now that Cities Skylines has gotten that big the new saying is "In Cities Skylines....theres a mod for that...." lol...

 

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11 hours ago, Judazzz said:

I currently adding a little satellite city to my map, loosely inspired by the rust belt cities:
6DkB4c3.jpg

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In context:
C5PxdBc.jpg

I love it, except for the double DeWitz-... Marketplace. I would have looked for a different building for that.

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@Darf - yeah, I agree. My idea is a street lined with gentrified early 20th century factories and brick warehouses, but the amount of suitable buildings in the Workshop still is a bit limited. Imo. the DeWitz is the best-looking building currently available for that purpose, so I plopped it twice, but once I manage to source a good replacement one will be torn down to make room. If you have a suggestion, please shoot! :) 

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Thank you! I've been trying to find a prop like this for a while, but Steam's search kinda blows.

Thanks again.

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10 hours ago, Judazzz said:

I've started a new map recently, because I got a bit burned out on my previous city. Also a good moment to start using some new mods such as 81 Tiles, Realistic Population and TM:President Edition. It's going to be an entire region (called Ohi-yo River Valley) rather than just one main city with some 'burbs and satellite towns, in which numerous small towns and villages are spread along the river valley, and probably one large city on the coast.
This is how far I got so far:

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Isometric view (crappy LoD's included)

Bonus points for the one who recognizes the city that served as inspiration for my creation...

Always great to see your cities (and my buildings in it). My guess it's wheeling WV?

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Working on a new City, playing around with the stadium again ..

 

LFV2SNy.jpg

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1 minute ago, Lost_gecko said:

How did you manage this? Is it the vanilla pieces and some rocks? I Wonder how it looks from the outside

It's vanilla stone arch and some boulders from Workshop. From the outside it looks not very good, so I hid it under the trees. No screenshots, sorry.

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5 hours ago, SpacePixel said:

It's vanilla stone arch and some boulders from Workshop. From the outside it looks not very good, so I hid it under the trees. No screenshots, sorry.

OMG, I have to use this! Awesome idea. I was actually thinking of a way to make caves.

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A new airport island using the airport roads and ploppables. I thought I gave it enough space when I made the layout but I might've underestimated things, hence why I'm draining land for a third runway. No idea how to lay the thing out though. Hope it'll look a lot better when I get it nearer to completion. Likewise it also means I'm messing about with air and sea routes. The seaport (bottom near out of shot) is gonna get redone. I've already relaid the route so it splits cargo and passenger under the tallest parts of the new bridge.

 

Meanwhile I'm also trying to revise the road layout for one of the boroughs. Using the realistic population mod, it is a densely packed area of 80,000 and it's causing traffic gridlock all over the place. Gridlock is stopping services, causing dead bodies not to be collected, fires not getting extinguished and buildings getting abandoned.

 

 

Ermm... ignore that verticle plane XD

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11 hours ago, hbn said:

Ermm... ignore that verticle plane XD

Really?!?
I hope you'll never ever work as a flight traffic controller :D 

Great-looking airport, btw.
I wish I had the patience/skills to set up a huge intl. airport, but so far I've never gone beyond simply plopping a vanilla one. Not that I could use a massive airport on my current map, though - anything beyond a small regional airstrip would look weird. Too bad there are no regional airport assets available...

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Heya all

Well this is kind of, what Im been working on, finished this projekt yesterday.

Its only a map, but it is still a very detailed and beatiful map, here are some screenies.

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Very picturesque map there.

 

So I've slightly neatened up the island layout and changed some of the layout of my new airport to have four runways (Hopefully not OTT) and connected up two terminals. Saved it, and now the game has frozen during packaging. ::angry:

I get an IO exception when saving half the time. The game pauses at saving, I usually try and save again, it chucks an IO exception at me, then I save again and it saves fine. This time it's not done that. It's got to packaging and now hung with the faded screen. It better have saved because it takes me about 20 minutes to get into the game.

Tempted to remove the realistic population and consumption mod too. My city services aren't functioning properly, I've got major traffic issues left-right and centre, mostly in one borough. Redoing the public transport has only had some effect. Changing the grid to a one way system has had minor impact. Basically if you live there, pray you don't have anyway far to go. Since that screenshot and the central two roads have been altered., city population has doubled, that area has a population of about 80k.

Only thing is the mass exodus whilst the game rebalances but at least things should fix themselves given time. Right now though I'm just peeved off because I don't know if my city has saved properly or not. It is very annoying when you lose progress on games like this. Especially so when you accidentally hit F4 and it quick loads. No confirmation. Bang. Gone.

EDIT: So thankfully the game seems to have saved fine. I've not noticed anything major lost.

20160530013315_1.jpg

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Working on the next little (mill) town - if I keep up my current pace, I should reach the sea in about 18 months from now :D 

RO2htRC.jpg

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Just now, Judazzz said:

Working on the next little (mill) town - if I keep up my current pace, I should reach the sea in about 18 months :D from now

RO2htRC.jpg

Don't be too fast,slow down.

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