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Darn - I keep missing your stream. That is looking really good, though!

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    On 11/19/2016 at 0:16 PM, pauliaxz said:

    Soon you'll run out of space of topic name ;)

    I've run out multiple times, so I just put the newest stuff in there.

     

    Nothing too exciting, just reworking my map theme, lut and lighting settings for the 10th time:

    2QZj7cf.jpg

     

    How am I supposed to make anything look balanced when even the vanilla assets are so ridiculously inconsistent? Wish I could just assign some sort of brightness/contrast setting to each asset, then everything could be fine tuned to perfection.

    wpFSxtC.jpg

     

    Posted some more screenshots, actually made an area with some assets to see how it looks.


      Edited by Ronyx69  
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    Ronyx rhymes with electronics...  

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    Streamed to continue the school.

    UPDATE: Sticking with 1024x2048, the roof took quite a bit of space, but it deserves it since it's what you mostly see.

    NZ5MzTC.jpg

    OjxBElo.jpg

     


      Edited by Ronyx69  
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    Ronyx rhymes with electronics...  

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    Well I recently found out how I'll fix my problem with the buildings looking too colorful or overexposed - Resource Replacer.

    I already modified 4 of the vanilla tenements - darker, removed the crazy colors, used gray variations and just sometimes a bit of tint,also  added some texture to the nightlights:

    UwEHyrQ.jpg

    8hz4EGU.jpg

    Looks more like a city and less like a cartoon I think. (lighting is modified again for the 100th time)

    I plan to modify a ton of vanilla assets, I have to go through them to see what could be useful for my japanese city, maybe even put some japanese signs on the textures, especially for commercial stuff.

    Also made a little city entrance sign for this youtuber.

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    Ronyx rhymes with electronics...  

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    I'm not sure about the night lights. I can't tell from the picture if they look quite right or not.

    As for the colors, you're doing basically what I've done with a number of vanilla buildings. I didn't change the textures, but I brought a bunch into the asset editor, chose the most muted, realistic color and eliminated the more colorful options.

    I'm interested to see where you go with this.

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    Even the few changes you made to the vanilla buildings and a new LUT can completely transform the game! It's a shame that boformer's vanilla buildings revision has gone dormant. Maybe it'll be picked up again some day.

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    On 11/25/2016 at 3:03 AM, Matthias King said:

    I'm not sure about the night lights. I can't tell from the picture if they look quite right or not.

    As for the colors, you're doing basically what I've done with a number of vanilla buildings. I didn't change the textures, but I brought a bunch into the asset editor, chose the most muted, realistic color and eliminated the more colorful options.

    I'm interested to see where you go with this.

    I wouldn't say the night lights look right, it just looks like dirty windows lol, It's just a bit messy to modify them and I'm lazy to put more effort into it since there are a lot of buildings to modify.

    It's not just about the color variations, because the textures may have some vibrant colors as well, for example that tenement had a saturated dark yellow roof, which looked really bad I think.

     

    4 hours ago, Kaschperl said:

    Even the few changes you made to the vanilla buildings and a new LUT can completely transform the game! It's a shame that boformer's vanilla buildings revision has gone dormant. Maybe it'll be picked up again some day.

    It's not just the lut, it's the lighting and tonemapping settings as well.

    What I'd like to see is resource replacer extended to props and trees as well, I asked about it but didn't get an answer.

     

     

    Continued school:

    bgnf6TH.jpg

    P70tW4p.jpg


      Edited by Ronyx69  
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    Ronyx rhymes with electronics...  

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    rip game and motivation

     

    BTW does anybody know what's with the /Cities_Data/ assets files?

    They used to be .assets but now they are split into .assets and .assets.resS and they are not readable with HxD anymore.

    I tried like 5 different apps for reading unity files but couldn't get any working well.

    Is this because of the unity update?

    Does anybody know how to properly read and export things from .assets or .assets.resS?


    Ronyx rhymes with electronics...  

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    Here's the updated Kachidoki bridge with the new integrated sub-buildings :) 

    pdXkQIG.jpg

     

    Here's the new tree rendering (also trees on assets flicker between that bright and dark version): 

    n9yASaU.jpg

     

     

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    Ronyx rhymes with electronics...  

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    37 minutes ago, Ronyx69 said:

    Here's the updated Kachidoki bridge with the new integrated sub-buildings :) 

    pdXkQIG.jpg

     

    Wrong picture ? 

     

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    1 minute ago, R3V0 said:

    Wrong picture ? 

     

    Nope that's the correct picture, it even says the name of the bridge right on it. :D 


    Ronyx rhymes with electronics...  

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    31 minutes ago, Ronyx69 said:

    Nope that's the correct picture, it even says the name of the bridge right on it. :D 

    Ah I see...

    Welcome to the club. At this point I am not even going to update my Central asset, i spent my entire day to reload it in the game, but still it's not properly working. I have no motivation to continue on union station either, so much time consuming, yet in the end something else pops up all the time. 

     

     

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    13 hours ago, Ronyx69 said:

    Here's the updated Kachidoki bridge with the new integrated sub-buildings

    First upload all building parts to the workshop, then add the workshop sub buildings to the main building. It's very similar to props.

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    4 hours ago, boformer said:

    First upload all building parts to the workshop, then add the workshop sub buildings to the main building. It's very similar to props.

    Is it possible to not split into multiple workshop items? Something like this:

    - Upload all parts together (like a pack)

    - Set it hidden and subscribe

    - Make the main building with subbed parts

    - Update the pack with the main building

    Would that work?

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    2 hours ago, SamsamTS said:

    Is it possible to not split into multiple workshop items? Something like this:

    - Upload all parts together (like a pack)

    - Set it hidden and subscribe

    - Make the main building with subbed parts

    - Update the pack with the main building

    Would that work?

    Yes, that's what I mean

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    7 hours ago, boformer said:

    First upload all building parts to the workshop, then add the workshop sub buildings to the main building. It's very similar to props.

    I don't have any parts, it's just the same building (half-bridge) rotated 180°, and i tried to do this with my local asset, no workshop yet.

    Is it something ridiculous like a copy of the main building can't be a sub-building? So I need to save the same asset twice or something?

    This is exactly what I meant when I said I'm not looking forward to see how they "integrate" a mod, Avanya also complained that it can't contain custom props... It worked fine and now it doesn't.


    Ronyx rhymes with electronics...  

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    1 hour ago, Ronyx69 said:

    Is it something ridiculous like a copy of the main building can't be a sub-building? So I need to save the same asset twice or something?

    I think so.

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    Seems that they messed in how to implement a mod again.

     

    I complained some time ago when they implemented the panel for public transport, the mod was very good to use, small interface with all functions we need, the in-game implementation is totally nonsense, big interface that cover all screen and not all functions. The implementation of in-game terraforming was inferior  to the mods that already existed too.

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    Experimenting with some props with the fence shader:

    They're kinda floating when you look up close because with this kind of terrain it's not gonna conform perfectly and they also have some detailed edges with the alpha map.

    Zooming out also can flicker or change noticeably because the terrain is lower detail and some of the snow may get hidden.

    Also props react weirdly to lighting so this looks pretty weird at sunset/sunrise, they don't get dark enough in the shade.

    Too bad decals are so useless for this kind of stuff because of the draw distance.

    I'll probably create a few versions - big, small, long sharp edge and maybe a subtle decal for blending the edges.

    6R1XpRR.jpg

    YFd6DfG.jpg

     

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    Ronyx rhymes with electronics...  

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    This is really good news! I've been thinking about this for some time. In that second shoot the snow looks sooooo good. Maybe a slightly darker rock texture would make it look even better?

    Great work as always!

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    I really like this idea. Really usefull for ugly ground textures that are far too bright for a forest. 

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    I dig your style of modding Ronyx, basically turning the game into what you want it to be! I don't use everything you make, but every one of your uploads feels like a little present.

    I tackled the issue of sterile ground textures by using the resource textures the same way as the Surface Painter. For that the Theme Mixer mod is just perfect.
    Pretty pleased with the results so far (my resource overlay looks like a Jackson Pollock :D ):

    XSxkMKL.jpg

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    2 hours ago, Judazzz said:

    I dig your style of modding Ronyx, basically turning the game into what you want it to be! I don't use everything you make, but every one of your uploads feels like a little present.

    I tackled the issue of sterile ground textures by using the resource textures the same way as the Surface Painter. For that the Theme Mixer mod is just perfect.
    Pretty pleased with the results so far (my resource overlay looks like a Jackson Pollock :D ):

    Thanks :D

    I do the same thing:

    TLsGT0Q.jpg

     

     

    Anyway, the forest filler props are released.

    pKNdErg.jpg

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    Ronyx rhymes with electronics...  

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    5 hours ago, Ronyx69 said:

    Anyway, the forest filler props are released.

    This is such an excellent idea! Good thinking!

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