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boformer

Sub Buildings Enabler: The better "Larger Footprints"

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This part is truly amazing 

"Combine buildings with different functionalities (e.g. hospital + fire station)"

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    diagonal edges are possible. You can create octagon assets and all that stuff.

    Here is the official tutorial how to create a building that uses sub-buildings:

    https://gist.github.com/boformer/cb50a1a8f4ba89f91d09

     

    Release: http://steamcommunity.com/sharedfiles/filedetails/?id=553501635

     


      Edited by boformer  
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    My first reaction was pretty much: Omgomg :oooo :D  Good job! 

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    Use the mod to add "building" parts to growables, for fast creation of many assets.

    Does that mean you could potentially use this to create growables larger than 4x4? 

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    Use the mod to add "building" parts to growables, for fast creation of many assets.

    Does that mean you could potentially use this to create growables larger than 4x4? 

    Yes. But I don't know if the collision detection works correctly. Another problem are upgrades (the assets are officially 4x4).

    It might be possible to use growables as sub-buildings. Then you could create airports with integrated shops, or just "ploppable growables". If that works, you can also create mixed-use growables (e.g. commercial + residential) by just overlaying 2 buildings.

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    Use the mod to add "building" parts to growables, for fast creation of many assets.

    Does that mean you could potentially use this to create growables larger than 4x4? 

    Yes. But I don't know if the collision detection works correctly. Another problem are upgrades (the assets are officially 4x4).

    It might be possible to use growables as sub-buildings. Then you could create airports with integrated shops, or just "ploppable growables". If that works, you can also create mixed-use growables (e.g. commercial + residential) by just overlaying 2 buildings.

    Okay. That's just going too far! (and by too far, I mean you've crossed into the realm of Michael Phelps-like amazingness)


    Community Management Team Cities: Skylines Paradox Interactive

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    Outstanding work, boformer!  :thumb:


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    Hmm sounds like this has very good potential might need to do some experimenting!

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    Humm got pinged this on Reddit and Steam, looks like am going to have to dust off blender  and get back into things.....

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    probably can make my refugee camp residential :D

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    I guess it removes the sub-buildings because the zone is not set to residential/commercial/whatever, right?

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    Actually that's how it works.

    If you don't install the mod, you will only place the main building (e.g. a unique building). The sub-building information is missing.

    Can you post a screenshot of your GUI with the tabs?


      Edited by boformer  

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    @boformer Quick question from your help doc.

    "Select the model of your sub-building and import the asset. I recommend you to change the ItemClass and the UICategory of your sub-buildings with the asset editor mods released by Snow_Cat."

    Does this mean change it so that it is the same as the main building?

    I followed all the steps and it worked out great (especially the tip about saving and reloading, saved lots of time adjusting the position of things), but skipped that one. Just want to make sure I'm not messing anything up without being aware of it.

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    15 hours ago, pxljce said:

    @boformer Quick question from your help doc.

    "Select the model of your sub-building and import the asset. I recommend you to change the ItemClass and the UICategory of your sub-buildings with the asset editor mods released by Snow_Cat."

    Does this mean change it so that it is the same as the main building?

    I followed all the steps and it worked out great (especially the tip about saving and reloading, saved lots of time adjusting the position of things), but skipped that one. Just want to make sure I'm not messing anything up without being aware of it.

    It's not broken, but there are some problems if you don't adjust the category:

    • Building Sounds: The sound depends on the category, assets with airport category will make airport sounds...
    • Asset Editor: The sub building will appear in the wrong category.

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    Thanks @boformer that helped. I seem to have come across a problem editing SBE assets. I created a test asset + sub building using your guide and it all worked out. Then I went back to the saved files and wanted to modify props etc for further testing. Started off with the main asset (pxljceAstronomyParkMain.crp). Placed a few props and tried to save and got an error. Here's the log. Thought it maybe has something to do with RICO/SBE so removed xml files for SBE and RICO and tried again. Still the error.

    It seems to mention something about prop probability changer in the error log, even though I hadn't used it yet on this assets. Was planning on doing so though. As an aside would it work with sub-building enabler on the main and sub buildings?

     

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    It seems that PropProbabilityChanger is broken. Just disable it.

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    This mod will be obsolete when the Natural Disasters DLC is released. Sub-Buildings can now be added in the asset editor.

    Asset creators will have to update their assets to remove the requirement for this mod.

    I feel glad that this finally was integrated :)

     

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    Wonder if they will just copy paste it or improve it; 

    1. Free move, rotation and snapping, 

    2. Setting road or service requirement, 

    3. Setting the type of the building, 

    in the asset editor would be nice. 

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