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17 minutes ago, boformer said:

m not completely sure if the current version of the skin system is compatible with NExt and RoadsUnited. Maybe I will have to apply a few tweaks to make it work. Did anyone try it?

I used it with NExt latest version enabled, and i got no problems with it.

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This is simply amazing. Great stuff! I Can't wait to see what people come up with for it!

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Will it be possible to get some UK roads out of this? There is a UK roads mod, but It's not as good as the others. I'm wonder if this could make it better. 

I believe the problem the author had was lining up the lines at the side of the road and some other things.

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    On 21.8.2016 at 0:29 AM, employee731 said:

    Will it be possible to get some UK roads out of this? There is a UK roads mod, but It's not as good as the others. I'm wonder if this could make it better. 

    NetworkSkins does not replace mods like RoadsUnited (global texture replacement).

    The skins feature was made to have different network textures in different parts of your city.

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    Awesome work @boformer! This will be such a great update to an already awesome mod! :D I haven't had too much time to play around with it, but so far I haven't had any issues making a custom quay texture. Ty so much for all your work! :thumb:


    My workshop items

    Catch my latest project and future plans on my Patreon page

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    On 19-8-2016 at 0:57 PM, boformer said:

    Yes, and that already works. It works just like subscribing to a map theme.

    You have to put files into a folder and edit a text file.

    The difficult part is that you have to extract the original textures with mod tools. Maybe someone else can write a short guide how to do that. You can use those textures as a base for your own skins.

    I will definately release a few skins for this when released!

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    I don't know what the textures of for example quays look like, but would it be possible to create texture templates, which basically contain no more than empty placeholders, which can then be filled with actual texture data by those who want to experiment with this? If I'm not mistaken, that's how those customisable billboards work: just copy-paste your own ads into an empty texture template, import the model and those custom-made textures, and voila, you just created your own billboard asset. Except in case of the Network Skins, all we'd need is the texture template itself.

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    1 hour ago, Judazzz said:

    I don't know what the textures of for example quays look like, but would it be possible to create texture templates, which basically contain no more than empty placeholders, which can then be filled with actual texture data by those who want to experiment with this? If I'm not mistaken, that's how those customisable billboards work: just copy-paste your own ads into an empty texture template, import the model and those custom-made textures, and voila, you just created your own billboard asset. Except in case of the Network Skins, all we'd need is the texture template itself.

    Yes, of course that's possible. It would be great if we could extract the network meshes of the game. That would make texture creation and especially LOD texture baking so much easier.

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    I would love to try my hand at making textures for this game and this just might be the mod that gets me started. :)

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    Damn. I'm so stoked for this! The only sad thing is that I'll probably have to uninstall some other mods in order to have room for the skins I'll want when this gets released.

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    When do we get underground tram stations? CO pls.

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    It just came to my mind that an option for replacing the textures on all existing roads segments of a certian type in your city might be helpful in some cases.

    For example, if someone already built a large city and then finds a Network Skins texture for 2 lane roads which they like much better than the one they're currently using they'd have to replace all the segment textures manually (maybe even by upgrading the road and then grading it back to the original network if applying textures works like applying trees/street lights). I think that's a tedious task which might be worth avoiding :P

    Moreover that would allow people to customize textures of outside connection highways that are not accessible because they're outside the city limits.

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    2 hours ago, Kaschperl said:

    It just came to my mind that an option for replacing the textures on all existing roads segments of a certian type in your city might be helpful in some cases.

    For example, if someone already built a large city and then finds a Network Skins texture for 2 lane roads which they like much better than the one they're currently using they'd have to replace all the segment textures manually (maybe even by upgrading the road and then grading it back to the original network if applying textures works like applying trees/street lights). I think that's a tedious task which might be worth avoiding :P

    Moreover that would allow people to customize textures of outside connection highways that are not accessible because they're outside the city limits.

    I thought about city-wide defaults, also for trees and street lights. District-wide defaults would also be nice.

    And I also want to add an upgrade tool.

    Just keep in mind that the skin feature was not made to replace the textures in your entire city. In that case, use a road texture replacer mod (also planned to be added to NetworkSkins in the future).

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    Great work on this!  One thing I've noticed is that when using the "Roads United" mod, the textures from that override the ones from this, so in order to make this compatible with any texture replacer mods there needs to be a way to force Network Skins to load after anything else that touchs network textures.

    Also, how does it cope with custom networks?  I tried overiding the "Two-Lane Alley" from Network Extentions texture but it didn't show up.

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    Why does one drive on a parkway and park on a driveway?

    Why is delivery by boat called a cargo and one by land called a shipment?

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    those conflicts are not yet taken into account but will be in the future.

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    I just released a set of pillars... They don't seem to show up in-game for me and other people, I tried copying and moving files to the local asset folder, and then only the first pillar shows up... The pillar.xml files are in each pillar folder and I don't understand why it doesn't work.

    This is the set: http://steamcommunity.com/sharedfiles/filedetails/?id=759831728

     

    Nevermind, reuploaded them individually... https://steamcommunity.com/sharedfiles/filedetails/?id=760291029


      Edited by Ronyx69  

    Ronyx rhymes with electronics...  

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

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    You have to create a single xml file and put all crps into the same folder when uploading to Steam Workshop.

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    I think that create a complete pack of textures takes a little time...
    To avoid making 2 times the work, I suggest that those who are creating combinations indicate here.
    Combination of floor - side-walk textures / Complete list of created networks (with versions ground , elevated , tunnel) / Eventually Meshe used (if new)

    @boformer
    Could you add a option for remove random props (manholes, fire hydrants, boxes, markings...)?

    If I wanted to create a gravel road with trees, I would be forced to use the Two-Lane Road with Trees. I could remove the street lights, but not the fire hydrants !


      Edited by Dezelles  

    Add request

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    8 hours ago, Dezelles said:

    If I wanted to create a gravel road with trees, I would be forced to use the Two-Lane Road with Trees. I could remove the street lights, but not the fire hydrants !

    It would be better to have an option for adding trees (and street lights) to a network. That will be difficult, but also opens up many new possibilities.

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    Is this mod still being worked on? I was wondering if it will allow you to remove catenaries.


    OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

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    On 10/01/2016 at 4:40 PM, TransitAuthority said:

    Is this mod still being worked on? I was wondering if it will allow you to remove catenaries.

    Work is paused again. It will allow you to remove the catenaries and cables in the future.

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    Oh, okay. But - even though work is paused - is there some sort of expected release date? I've been told to not use the MoreTrainTracks mod because it is unstable or something like that, so this would be the ultimate solution.


    OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

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    1 hour ago, TransitAuthority said:

    Oh, okay. But - even though work is paused - is there some sort of expected release date? I've been told to not use the MoreTrainTracks mod because it is unstable or something like that, so this would be the ultimate solution.

    As far as I know the more train tracks mod is stable, it's just one of the oldest mods on the game and the features of it will be replaced by this updated version of Network skins. The only danger is if you delete the mod while you have modded tracks in your city there's a high chance of corrupting your save. 

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    MTT is just not futureproof. It's one of the reasons why I started NeteorkSkins.

    There is no ETA. Hopefully before Christmas...

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    So far, this mod has been great. It really has been a great mod tot work with in the game. :yes: 

    And it keeps getting better and better. thank you.

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    5 minutes ago, Beanycupcake said:

    Will speedbumps pe possible with network skins?

    There are no props in the middle of the roads, if you don't count stuff in the middle of an avenue, you could create prop with an offset pivot or something, but why not just place speed bumps as a regular prop? It's not like you need 200 speedbumps nicely aligned to the road.


    Ronyx rhymes with electronics...  

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

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    1 minute ago, Ronyx69 said:

    There are no props in the middle of the roads, if you don't count stuff in the middle of an avenue, you could create prop with an offset pivot or something, but why not just place speed bumps as a regular prop? It's not like you need 200 speedbumps nicely aligned to the road.

    i would do that, but there are not any speedbumps on the workshop. 

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