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    Just now, Matthias King said:

    Oh, are these going to be functional electricity poles? I thought they were just going to be props.

    Could you also post a simple prop version? This would look awesome standing in some back alleys.

    They will be just props, but I wanted to get the electricity shader for the wires just for the better look.


    Ronyx rhymes with electronics...  

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    Loving those decals! :D Haven't tried your pillars, but damn they look great too! I'm definately keeping an eye on your stuff. ;) 


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    I2RzJjS.jpg

    nhIFhov.jpg

    Ugh, I "unwrapped" it, but damn this is so messy. And a new problem I didn't think about is curved lines in the texture on a low poly curved surface... there's just no way to get it to look fluid and nice from all angles, since the curve gets interrupted by the mesh edge, and I don't want to add any more tris. I guess it'll look okay from a distance.

    Now working on figuring out all the shapes and placement of them, starting the actual textures after that.

    oeLDSih.jpg


      Edited by Ronyx69  
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    Ronyx rhymes with electronics...  

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    PSeUbft.jpg

    Didn't expect the texture to basically become pixelart. Figured it would make more sense to use 2048x512 because of the length of the train, vanilla train is 1024x1024 which is the same amount of pixels. Will need to do some creative slicing and add other-side parts for the numbers and such so they don't look flipped on the other side.

    The shape and placement of things is pretty random, there are 2 different versions of the main train car, and then more subvariations between those, and I don't have blueprints or anything so it's kinda estimated.

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    Ronyx rhymes with electronics...  

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    2T4qjDW.jpg

    Figured I won't put the big JR700 sign on the side, it seems not all of them have it, and it saves me the trouble of messing with slicing the model on the other side and creating another part of that texture for the other side, and the small numbers (the one on the blue square and the B12) are small enough that I'm okay with them being mirrored on the other side of the train.

    Still have to make the wheels, then close up the back of the train, make all the other textures and then start the passenger car by cutting up this probably.

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    Ronyx rhymes with electronics...  

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    1 hour ago, Ronyx69 said:

     the small numbers (the one on the blue square and the B12) are small enough that I'm okay with them being mirrored on the other side of the train.

    You can also only mirror the part of the UV (of the mirrored side) where the numbers are, if the numbers are the only thing on that face/UV-piece. If not you can always try to isolate the number by cutting the face.


    ekCYJKD.pngTim The Terrible's Steam Workshop

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    56 minutes ago, Tim The Terrible said:

    You can also only mirror the part of the UV (of the mirrored side) where the numbers are, if the numbers are the only thing on that face/UV-piece. If not you can always try to isolate the number by cutting the face.

    I'm really dumb, I assumed for some reason that I actually need to make the part I want to mirror duplicate on the texture itself, when I can just cut that part of the mesh, take that face/tri, and flip it in UV mapping. So yeah I am putting the big JR700 writing on it after all.

    Also top kek this is the 69th reply on this thread.


      Edited by Ronyx69  
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    Incredibly sloppy, I just mirrored the passenger cars down the middle, half the writing on it is flipped, I'm way too lazy to finish this train properly. Now other textures and getting it into the game.

    Ldl79TT.jpg

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    2 hours ago, Ronyx69 said:

    Incredibly sloppy, I just mirrored the passenger cars down the middle, half the writing on it is flipped, I'm way too lazy to finish this train properly. Now other textures and getting it into the game.

    Ldl79TT.jpg

    Seems the pantograph should be much closer to the edge of coach:)

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    I don't think the mirroring is too big of a deal,  it looks great and the writing is fairly small. You could always flip some faces if you want to.

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    4 hours ago, wilson124 said:

    Seems the pantograph should be much closer to the edge of coach:)

    Didn't notice that, just automatically aligned it to the center, will be fixed.

    48 minutes ago, Acc3ssViolation said:

    I don't think the mirroring is too big of a deal,  it looks great and the writing is fairly small. You could always flip some faces if you want to.

    Yeah I did that with the engine, but it needs to be cut because the faces are way bigger than the writing, and then smoothing can become weird for some stuff etc. And you need to be crazy close to notice it, so I don't think it's worth the time and tris.

    Did some ingame testing: Don't mind the floating wheel in the air lol.

    wYpblFG.jpg

    Next is working on all the other textures besides diffuse.

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    I think I'm done with editing the entire timecycle for the lighting settings:

    My settings+lut, and also ambient occlusion, bloom, sunshafts, dynamic resolution 125%.

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    looks good will there be a setting + lut on workshop ?

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    5 minutes ago, OwiHH said:

    looks good will there be a setting + lut on workshop ?

    I am probably going to put it on the workshop as a mod, and also with a tutorial and explanation how to change the lighting yourself, Although I will put up disclaimers that I'm not responsible for screwing up the look of your game, it could look weird with other luts and map themes and conflict with other light intensity mods or daylight classic etc. I'll probably release a few luts for it.


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    21 hours ago, Ronyx69 said:

    I think I'm done with editing the entire timecycle for the lighting settings:

    My settings+lut, and also ambient occlusion, bloom, sunshafts, dynamic resolution 125%.

    Ambient Occlusion mod or using nVidia driver?

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    16 minutes ago, blackdragonbird said:

    Ambient Occlusion mod or using nVidia driver?

    The mod, I didn't know nvidia driver could force ambent occlusion on the game !? Will check it out.

    EDIT: Looked at it but nvidia control panel says ambient occlusion not supported for this game.


      Edited by Ronyx69  

    Ronyx rhymes with electronics...  

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    1 hour ago, Ronyx69 said:

    The mod, I didn't know nvidia driver could force ambent occlusion on the game !? Will check it out.

    EDIT: Looked at it but nvidia control panel says ambient occlusion not supported for this game.

    You know how to use nvidiaProfileInspector?

    If so, download it from here. Create a Cites Skylines profile and change the compatibility flag for Ambient Occlusion to the Project Cars. You need Dynamic Resolution mod with at least 113% to allow the AO to render.

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    27 minutes ago, blackdragonbird said:

    You know how to use nvidiaProfileInspector?

    If so, download it from here. Create a Cites Skylines profile and change the compatibility flag for Ambient Occlusion to the Project Cars. You need Dynamic Resolution mod with at least 113% to allow the AO to render.

    Trying it right now but it doesn't seem to work. Did what you said and increased the dynamic resolution.

    EDIT: False alarm, I needed to change the "enabled" flag as well, it works.

    EDIT2: Too bad it darkens the trees and not their lods, emphasizing the dark tree problem I already have.

    EDIT3: Although you can combine it with the AO mod as well, and that darkens the lods so the problem is smaller, Also the nvidia profile AO is way better quality, but small radius, so I can mix that with the AO mod with high radius and I may actually use this setup, thanks for telling me! It will actually be playable when I have a new gpu though, now I get about 15fps with all my graphics mods.


      Edited by Ronyx69  

    Ronyx rhymes with electronics...  

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    I use only the nVidia AO, unfortunately the mod don't work right after the AD release. It has some artifacts in the rendering that bother me, because of this I tried and found what flag would activate the AO by driver.

     

    Hope you got to tweak the lightning for other types of maps, looks very good, and when I return to play I would like to use it very much. =)

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    So, not very exciting but I'm making a random japanese commercial building, for a 60 degree corner:

    Y9mkXpy.jpg

    It's inspired by this one: https://www.google.lv/maps/@34.7462842,135.5382169,3a,75y,65.93h,106.97t/data=!3m6!1e1!3m4!1scZB2pith31Bo_T3SIrBfVQ!2e0!7i13312!8i6656?hl=en

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    I think the modelling and diffuse may be done, now the other textures and the lod, but I might still add some detail to this since I'm still under 1k, and even have a tiny bit of free space on my texture (1024x512):

    QYaj4dv.jpg

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    I like it. It looks very generic. Could be one of the (better) default buildings.

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    I like it too. It would be kinda nice if the signs out front were props rather than part of the building so you're not married to the Japanese. Most people probably wouldn't care, but with the Japanese characters out front, I'd feel compelled to put it in a Japanese enclave only.

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    Since I'm not 100% selfish, I thought about releasing the japanese stuff I make in english/generic versions as well.

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    It was a bit of a hassle to make sure the texture doesn't bleed, especially the roof, it has like 10px of space around yet the light from the windows still is visible on the roof edges when you zoom out and look at an angle, same with the pipes/wires around it.

    Now need to just fine tune some stuff and make the lod.  This stuff takes a lot of time, yet I want to make a lot of buildings, because I want to make a japanese region with a big dense city, really need to up my pace somehow if it takes 3 days just to finish such a simple building.

    The place is starting to look somewhat japanese:

    KgJZkzY.jpg8LoYUE4.jpgDDnaeY0.jpg5lno92O.jpg

     

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