8 posts in this topic Last Reply
So I was recently looking at some Japan driving videos and got inspired to make some highway pillars.
I'm planning to make an entire set of various types of pillars in this style, even a 6cell over-canal pillar. (if it goes okay)
Tell me what you think about my first attempt, I need to nail the style and the details before I start making other variations.
Constructive criticism welcome, also any ideas.
By the way, do pillars have LODs like regular buildings? I should just make it just the pillar, without the small details - pipe, wires, supports.
Not sure when they're going to be done and available.
Edit: Both are done:
The taxiway needs some polishing, but I'm up against a hard stop with the runway currently. I have a functional asset, but it looks like garbage and I suspect it's because of the RoadAI that came over from my template.
Can changing network prefab AIs only be done with scripts/the existing workshop mod? I've gone pretty deep into the Scene Explorer in ModTools trying to find a way to overwrite the existing AI, but it all seems to loop back on itself in a giant circle, and the Asset AI Changer mod predates the Road Editor by quite a bit. I've hit the limit of my current knowledge/experience.
Anyway, the taxiway (which will get an update once I sort this AI issue out, hopefully) is live. Feel free to mess around with this to your heart's content:
This is my first "real" mod. It's probably not as clean as it should be, but I'm hoping it'll be a template for future content. Thanks to @Badi_Dea for the ModTools tutoring.
I've been told to post here in a comment to my reddit post, I hope that this is the correct section.
I'm not a modder and I don't have enough experience with Unity3d/time to do this by myself, so I'm posting here to see if someone can help me.
My mod allows to build parallel roads easily, and judging from the response on the linked reddit post, it's something that a lot of players were waiting for. However, for the reasons stated before, I can't seem to be able to create a good and working UI, meaning that I won't be able to release it in a short timeframe.
Here's what I need:
A draggable window with tabs support for future updates (just like in Network Skins) Two buttons on top right corner, one is a checkbox used to enable/disable the mod while the other one is a button to add more rows in the panel below A panel containing a variable number of rows (either using a scrollbar or increasing the panel's height), items are added using the second button above Each row is composed by 2x UITextInput, a UIDropDown, 2x UIButton (one should be hidden on the first row only) The second button must have a "x" icon and it's needed to remove rows An icon showing two parallel roads with all the visual states needed for a checkbox An icon with an arrow pointing down (not just the triangle, I need the entire arrow), with the same requirements as the other icon What I have now? Just the template for the rows, and I'm not even sure if it's fully working.
I understand that I'm asking a lot, but I can't really work on this UI because, besides the lack of time and knowledge, my dev environment is in a virtual machine and I can't even debug, making the entire experience quite frustrating.
If someone is willing to help, here's a link to my GitHub repository.
Thank you for your time!
Recently Browsing 0 members
No registered users viewing this page.