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    5 hours ago, Darf said:

    Yeah, I do understand the basics how the mod works. My question is more like, you managed to do it with streetlights and columns etc. What's the difference in relation with LOD for quays and road textures? Or did you only change the mainmodel for the other stuff and does the LOD stay the same.

    That's hard to explain.

    The code that renders the LODs is completely different from the code that renders the detailed stuff, and there are at least 2 different LOD rendering systems:

    • The first system still draws every single prop/network in a separate draw call (so a separate texture can be used)
    • The second system renders the big merged mesh with a big merged texture in a single draw call, which saves a lot of resources.

    The megatexture for props and trees is automatically created by the game, and it adds the LOD textures of custom props/trees as well

    The megatexture for segment textures is also automatically created by the game, but there is no simple way to add custom textures to it if you don't want to add completely new prefabs (that's what NExt does).

    Now there are different ways to handle it:

    1. I can replace the highly complex loading code to add the new textures on a very low level
    2. I can add new segment structures containing the skin textures. Those will be taken into account by the vanilla loading code. The problem is that the game will attempt to render all segment structures of a network (like all skins at once), so I have to modify the rendering code to only render specific segment structures.

    Right now I'm in favour of 2.

    Just to give an example how these segment structures work: In case of roads with tram tracks, there is one structure for the road base, one for the tracks and one for the wires. Each one is drawn separately, so you could replace/remove only one part of it.

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    As usual, full of questions.

    On 22/03/2016 at 1:46 AM, boformer said:

    The mod only makes visual changes to existing roads, so better ask the Network Extensions team.

    When you speak about existing roads, you also include the roads of NEP?

     

    In topic "Make your own network textures (Mod Tools Script)", you quote some Network Names. Will Castle walls be included in Network Skins?

     

    On 11/07/2016 at 5:16 AM, boformer said:

    I added the code for texture selection. Missing are:

    • Meshes

    Meshes: Does that mean that it will be also possible to modify the shape of networks? And to use Quays as japanese walls, or Castle walls as barriers or fences? I think that that will be more difficult for canals... To change meshes will allow probably not to modify the depth and especially the width?

    What meshes will it be necessary to modify? I tried to extract the meshes of canals (Europe_Collections.Landscaping.Landscaping.Landscaping.m_prefabs.[0].m_segments.[0]). It's OK for m_lodMesh, but m_mesh and m_segmentMesh are in error, and Mod Tools indicates several "[Error] Not allowed to access xxx on mesh 'canal-segment'".

    Thanks for your fabulous work, your immense knowledge and your availability to answer our questions.

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    7 hours ago, Dezelles said:

    When you speak about existing roads, you also include the roads of NEP?

    Yes.

    7 hours ago, Dezelles said:

    In topic "Make your own network textures (Mod Tools Script)", you quote some Network Names. Will Castle walls be included in Network Skins?

    Castle Walls are networks just like roads. Network Skins will allow you to change textures and meshes of all networks. You just need a mod that allows you to place them in city building mode.

    7 hours ago, Dezelles said:

    Meshes: Does that mean that it will be also possible to modify the shape of networks? And to use Quays as japanese walls, or Castle walls as barriers or fences? I think that that will be more difficult for canals... To change meshes will allow probably not to modify the depth and especially the width?

    Exactly. The width/height must remain the same, but visual details can be added. Examples: Walls can be transformed to fences, barriers can be added to the median of a road.

    7 hours ago, Dezelles said:

    What meshes will it be necessary to modify? I tried to extract the meshes of canals (Europe_Collections.Landscaping.Landscaping.Landscaping.m_prefabs.[0].m_segments.[0]). It's OK for m_lodMesh, but m_mesh and m_segmentMesh are in error, and Mod Tools indicates several "[Error] Not allowed to access xxx on mesh 'canal-segment'".

    Some of the meshes can not be extracted (the devs did that to save memory), but you can still replace them. Both the m_lodMesh and the m_segmentMesh must be replaced.

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    Keep with the work and take your time! I'm waiting for this more than the disasters dlc! ahahahaha :)

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    I wouldn't mind either. Can it be disabled at any given time?
    Looks seriously exciting, btw! Does it work for any type of road?

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    40 minutes ago, boformer said:

    Is there anyone who wants to try out this preview version?

    I think you know the answer to that :ohyes: ;)

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    It looks like the "sharp curves" problem can be solved quite easily. After that, quays will look perfect!

    1 hour ago, Judazzz said:

    Can it be disabled at any given time?

    Yes. But you probably won't be able to return to previous versions of Network Skins when you save a city.

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    Thaaaaaaaaaaaaaaaaaaaaaaaaankkkkkkkkkkkkssssssssssssssssssssssssssss i can't believe it!!! Is there any advices/problems for using this version?

    5 minutes ago, boformer said:

    Ok, here is the alpha version of the texture skin feature: https://www.dropbox.com/s/0pws9om5vvkcc7p/NetworkSkins-texSkins-alpha1.zip?dl=0

    Place the contents of the zip in AppData\Local\Colossal Order\Cities_Skylines\Addons\Mods\NetworkSkins to install it. Make sure that the workshop version of the mod is disabled.

    bsku1Gr.jpg

    An example SkinsDefinition.xml + textures can be found in the mod folder (you can also make separate "Skin Mods" just like "Theme Mods").

    Important: Every skin needs a full set of LOD textures (d, xys, apr). Otherwise there will be rendering problems.

    d1AV5E2.jpg

    Source Code: https://github.com/boformer/NetworkSkins/tree/skins

    Thaaaaaaaaaaaaaaaaaaaaaaaaankkkkkkkkkkkkssssssssssssssssssssssssssss i can't believe it!!! Is there any advices/problems for using this version?

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    3 minutes ago, LittleMac said:

    Thaaaaaaaaaaaaaaaaaaaaaaaaankkkkkkkkkkkkssssssssssssssssssssssssssss i can't believe it!!! Is there any advices/problems for using this version?

    No idea. It's an alpha version ;)

    Make a backup of your cities before you start using it.

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    1 minute ago, boformer said:

    No idea. It's an alpha version ;)

    Make a backup of your cities before you start using it.

    i have a map just for assets testing, i will use on it. Now i'm focused on colonial and industrial buildings, your mod will fit very well! Thanks for everything, the job that you are doing here is very precious and important!!!!

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    Really nice, will give a try tonight and post some custom textures!

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    Great job, I really like this! Sorry for asking this instead of trying myself, but I don't want to mess things up in my games files if ever I make mistakes: from what I understand, it would be possible to implement custom road textures, just like other Network Skins features? In that case, will it be possible to subscribe to texture packs from the workshop? I imagine the possibilities! But if we have to put the textures ourselves, is it just needed to put them in the right folders or does it require some modding skills? Because as I don't have any, I was wondering if I would be able to do it by myself...

    I'll use the new features extensively anyway because it is a gamechanger! Thank you very much for your incredible input to this game!

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    18 minutes ago, Lost_gecko said:

    In that case, will it be possible to subscribe to texture packs from the workshop?

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

    21 minutes ago, Lost_gecko said:

    But if we have to put the textures ourselves, is it just needed to put them in the right folders or does it require some modding skills? Because as I don't have any, I was wondering if I would be able to do it by myself...

    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.

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    Thank you @boformer! That is great, I can't wait to see that develop! I have already messed aroud a bit with Mod Tools to modify some asset properties (using your awesome scripts and guidelines) so I might be able to manage it with some practice and indeed a guide, that would be great! But if we can just use the Workshop no doubt there will be plenty enough for me to choose from...

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    Why do the most interesting things always happen when I'm not home? :P I already have plans to extend the Roads United: North America pack using the new features of network skins. This way people will hopefully be able to have 2-lane one way roads without double yellow lines... and so many other cool things! Thanks a lot.

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    4 hours ago, 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.

    Would it be possible to take the textures of the original American Roads or one of the Roads United texture packs, edit/optimize them, and then bind those to your mod? I assume those packs contain (or at least I hope they do) most of the textures needed...

    Also, a list of what textures are needed for what road type would be very helpful for those who want to try and create their own custom textures: if NExt is anything to go by, the number of textures per road type easily gets into double digit territory (several ones for normal, elevated, bridge and tunnel mode each).

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    5 hours ago, 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.

    Any hint on how to manually create the xys (specular and normal I take it) and apr maps?

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    outstanding again . cant wait for the release

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    btw. since im ingame and i allways wanted to ask if you can add scrollbars with in the tree/lightselection boxes.. i have like 40 diferent trees and its little pain to scroll with mousewheel?

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    50 minutes ago, Darf said:

    Any hint on how to manually create the xys (specular and normal I take it) and apr maps?

    xys is normal and specular map. The Apr map is a very special texture. The red channel is the alpha map, the other channels are maps for concrete/gravel ground textures and a special grass texture (in case of roads).

    Take a look at the small road with grass and the dirt road to understand how the Apr map works.

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    3 minutes ago, boformer said:

    xys is normal and specular map. The Apr map is a very special texture. The red channel is the alpha map, the other channels are maps for concrete/gravel ground textures and a special grass texture (in case of roads).

    Take a look at the small road with grass and the dirt road to understand how the Apr map works.

    But how do I go about from having a seperate normal and specular to incorporating that in the xys?

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    1 hour ago, Darf said:

    But how do I go about from having a seperate normal and specular to incorporating that in the xys?

    the game does that automatic if im correct - it puts both together and generates a xys.

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    18 minutes ago, OwiHH said:

    the game does that automatic if im correct - it puts both together and generates a xys.

    Well yeah, but since I dont have an object, but just textures...

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    Just a quick little texture for the quay to test it out. I just replaced the one you had added. When making skins where would they go for testing? Currently I guess where your 2 examples are, but I'm also thinking when it is released. I haven't tried any other road types yet, but I've got a sense of what I'd need.

    As for the xys I know the inverted blue channel is the specular when exported. So doing that backwards should be the way. Just played around with it a bit and using the inverted specular map to replace the blue channel of my normal map added the yellowish areas. In photoshop I then set color balance to +100 (cyan/red), +100 (magenta/green) and -100 (yewllow/blue) and  +10 lightness. That made it look like what ModTools spits out (and the reverse process can split it). Didn't test it yet though.

    20160819165611_1.jpg

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    My workshop items

    Catch my latest project and future plans on my Patreon page

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    Seems to work  fine for a new city, getting an error on an existing city. Ill post a log later. Here's one skin already.

    20160819222847_1.jpg

    NetworkSkins.7z

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    4 hours ago, Judazzz said:

    Would it be possible to take the textures of the original American Roads or one of the Roads United texture packs, edit/optimize them, and then bind those to your mod? I assume those packs contain (or at least I hope they do) most of the textures needed...

    Also, a list of what textures are needed for what road type would be very helpful for those who want to try and create their own custom textures: if NExt is anything to go by, the number of textures per road type easily gets into double digit territory (several ones for normal, elevated, bridge and tunnel mode each).

    Yes, you can use those textures for NetworkSkins.

    Note that skins for tunnel/ground/elevated/bridge are separated. A skin modifies a single prefab (e.g. the ground Basic Road).

    To change a single prefab, you will usually need 6 textures. Roads with bus stops will require some additional entries in the L

    I'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?

    46 minutes ago, Avanya said:

    When making skins where would they go for testing?

    You can just create an empty mod, add the xml file and the textures.

    4 hours ago, Darf said:

    But how do I go about from having a seperate normal and specular to incorporating that in the xys?

    in GIMP, you can lock/toggle the different color channels:

    Red/Green: Normal Map

    Blue: Inverted(?) Specular Map

    I guess you can do the same with Photoshop.

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