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@Ronix69     You released and I've already downloaded hahaha very, very, very excellent work. I think they look a lot like Brazilian houses. Have you ever thought about making American tropical homes or something? Your level of detail is wonderful.

thank

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    5 hours ago, Distanced said:

    Images aren't loading for me

    Meh I guess just imgur was down, I've found it to be very reliable though, it's gotta be since it's used on reddit so much.

     

    5 hours ago, willham said:

    @Ronix69     You released and I've already downloaded hahaha very, very, very excellent work. I think they look a lot like Brazilian houses. Have you ever thought about making American tropical homes or something? Your level of detail is wonderful.

    thank

    Not in my area of interest at all. Japanese traditional houses are on my list, but I've been working on these modern ones since december lol, so I'm not sure if I want to see my list for a while now.


    Ronyx rhymes with electronics...  

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    Yeah that's probably it. Simtropolis is also going through some maintenance work so who knows, haha. Love the houses by the way, they really are great!  Were they based on any specific Japanese houses, or did you design your own and use the general style?


    OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

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    9 minutes ago, Distanced said:

    Yeah that's probably it. Simtropolis is also going through some maintenance work so who knows, haha. Love the houses by the way, they really are great!  Were they based on any specific Japanese houses, or did you design your own and use the general style?

    https://goo.gl/maps/rHEBZR38S2L2

    https://goo.gl/maps/CQpwxQn96j42

    https://goo.gl/maps/tEAA6mKcgoo

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    Ronyx rhymes with electronics...  

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    @Ronyx69 regardless of your desire not to do other types of houses for now, thanks for the built houses.Your work is very well detailed.

    Answer me a question. Have you made a package with several homes in just 15MB, and sometimes I find a small house with 10MB, this size is excessive in a single model is due to poorly sized?

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    6 minutes ago, willham said:

    @Ronyx69 regardless of your desire not to do other types of houses for now, thanks for the built houses.Your work is very well detailed.

    Answer me a question. Have you made a package with several homes in just 15MB, and sometimes I find a small house with 10MB, this size is excessive in a single model is due to poorly sized?

    Almost all of the file size comes from the texture size. But something I also do is replace the snapshot with a 1x1 px image to save bit of space on each asset.

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    Ronyx rhymes with electronics...  

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    @Ronyx69, Looking awesome as always.  I'd vote for a tutorial/quick guide on networks as part of your new web resource.  I had tried creatinga fence the other day, but couldn't get the mesh to show up, but have to admit haven't tested it extensively.

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    4 minutes ago, hemeac said:

    @Ronyx69, Looking awesome as always.  I'd vote for a tutorial/quick guide on networks as part of your new web resource.  I had tried creatinga fence the other day, but couldn't get the mesh to show up, but have to admit haven't tested it extensively.

    An article is planned for every prefab type, and then also other specific and advanced stuff as well. Of course it's going slow because I'm lazy.

    But it will be anything but quick, it's probably going to be the longest article on the entire site, there's so much to cover about networks.

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    Ronyx rhymes with electronics...  

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    @Ronyx69, Imagine it has more to do with the fact that tutorials and guides are a lot of work and not super fun :-).  I've run a few workshops on using GIS software and I find that it takes about 8-12 hours of preparation for every hour of workshop.  Your videos are short and to the point, but I know from experience that creating short videos takes much more preparation than longer videos.  I enjoy the fact that I need to slow your videos down, not speed them up on YouTube.  No rush, I have a to-do list that is growing faster than my ability to model and texture.

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    Hi

    Are these lines for roads or airports? Long ago in the workshop, if there was a package that would contain all the lines to detail a road, that would be great.

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    I am finally building a city I can use your hanging monorail on.  Going for a dystopian steam punk metropolis and they are perfect.  Its taken me hours to lay a short section as its a hilly map and I am OCD about getting the right gradient and look. Ill point you to some pics when Ive got it together

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    Additive Shader Mod Released: https://steamcommunity.com/sharedfiles/filedetails/?id=1410003347

    Example Asset by Teldaril: https://steamcommunity.com/sharedfiles/filedetails/?id=1409297462

    8daOXLS.jpg

     

     

    Also started working on some Racetrack stuff (formula cars modeled by Cozonaq will also be a thing):

    sHbWwqh.jpg

    iAUlcsb.jpg

    gXHqmYf.jpg

     

    Also in these last 2 pictures you can see WIP short grass 2. I was thinking about making a mod for the grass, so you could show/hide it and also change the color, so you can match it to your map theme grass, otherwise it looks really wrong (same problem with my old short grass). Also it's really unplayable with this on screen, that's 1k tris per prop, and about 1k props for that small area, so it's about 1 million tris in that screenshot, which is why a mod to show it just for screenshots and hide it while actually playing might be good.

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    Ronyx rhymes with electronics...  

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    Hey Ronyx, I think it's time to stop putting extra asset data into strange places like xml files, mesh names etc.

    Now there is an official solution for it, which also allows us to do save some more advanced data structures (even binary like extra textures) within the crp file:

    https://skylines.paradoxwikis.com/Modding_API#IAssetDataExtension

    It doesn't play that well with scripts, though. Some kind of companion mod would be required to save the data in the asset.

     

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    7 minutes ago, boformer said:

    Hey Ronyx, I think it's time to stop putting extra asset data into strange places like xml files, mesh names etc.

    Now there is an official solution for it, which also allows us to do save some more advanced data structures (even binary like extra textures) within the crp file:

    https://skylines.paradoxwikis.com/Modding_API#IAssetDataExtension

    Yeah I did see that, this mod was made way before it though, and I'm too lazy to change it.

     

    7 minutes ago, boformer said:

    It doesn't play that well with scripts, though. Some kind of companion mod would be required to save the data in the asset.

    This pretty much guarantees I will never use it then.


    Ronyx rhymes with electronics...  

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    Damn, those look amazing! A mod for grass would be nice, because even fully zoomed in and with LOD adjuster it doesn't appear right 

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    OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

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    Hmmm, that's a very interesting mod. Does it require any different setup of the illum map? Or do you need to seperate the illuminated parts in a subobject? A tutorial would be greatly appreciated.

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    5 minutes ago, Darf said:

    Hmmm, that's a very interesting mod. Does it require any different setup of the illum map? Or do you need to seperate the illuminated parts in a subobject? A tutorial would be greatly appreciated.

    There's example asset source files in the description, there's nothing to explain, there's no illumination map or any other textures besides diffuse, it's just additive, looks simlar to the screen blending mode in photoshop.


    Ronyx rhymes with electronics...  

    Steam  //  Twitch  //  YouTube  //  Twitter  //  CSLModding.INFO

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    Nvm, I figured it out. 

    pCnMr3V.jpg

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    Hello, master Ronyx! :)

     

    Some times back in the past you talked about the negative fog values which were after that possible using "Ultimate Eyecandy" which was fine at all till today.

    Right now I'm using the newly created mod "Real Time" by Dynamoid to replace the aged "Rush Hour" mainly. Well - UE is not compatible with this mod as both try to change the day/night cycle.

    If I disable this features of UE the entire day/night cycle freezes. On top the fog slider is linked to the weather, so if I want to play wit fog == -0.4 (which is the value I want) I have to turn dynamic weather off completely.

    So I'd like to ask you if you'd like to do me (and probably many others) a favor and create your own mod to control just this feature as stated some pages ago :) A not that fancy version which statically sets fog independent from the weather would do in my case, a more fancy version could take things like time of day and weather conditions into account, e.g.:

    sunny daytime == -0.4

    clear nighttime == -0.5

    rainy daytime == -0.5

    rainy nighttime == -0.4

    foggy daytime == -0.1

    foggy nighttime == 0

     

    It's hard to live with those massive light cones otherwise as you may know;)

     

    Thank you in Advance!

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    Wow, you really think you can fool us by posting real life photos?

     

    Seriously though, holy moly! I won't be able to use these detail mods but I'm sure so many people will amazing photo realistic scenes in this game using your stuff.

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    Here is my city Rodenburgh, a realistic and fully detailed European city and region. Come over if you're interested!

     

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    Excited for all the race track stuff you're working on :)

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    Haven't posted in a while.

    Released this lit will for the additive shader tutorial: https://steamcommunity.com/sharedfiles/filedetails/?id=1465072303

    2JpBmCh.jpg

     

     

    The laziest asset possible - a terraforming network: https://steamcommunity.com/sharedfiles/filedetails/?id=1480409620

    7nvRZ1p.jpg

     

     

    Today is my 2nd anniversary of c:s asset creationm and I could just finish this in time for it: Racetrack, Pits, F1 Cars: https://steamcommunity.com/workshop/filedetails/?id=1498288543

    hQ7rQ4w.jpg

    XxlgIzR.jpg

    Eu64nSu.jpg

    VhXFMXf.jpg

    3gz9NSA.jpg

    CLitLGt.jpg

     

     

    Also WIP Railway project (with Revo):

    CLTkWtJ.jpg

    QFVLfzp.jpg

    HsESiHe.jpg

    S3vyjLz.jpg

    z7tO5LI.jpg

     

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    Ronyx rhymes with electronics...  

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    Those tracks are insane, I'm SO excited. Didn't know Revo was working on this but of course, it makes total sense! Great job both of you, they look amazing. (Also love the racetrack, I already have a dedicated space for one ;))

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    OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

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    Really love those rails! But there is one thing bothering me: existing (workshop) stations and their station tracks. Simply none of the workshop stations has station tracks fitting to custom, realistic rail networks already available.

    It would be neat if there could be some companion mod to select a belonging style station track right before plopping a station so we could choose a style - just like the MOM does (classic style or modern style).

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