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3 hours ago, Epic Lurker said:

@Lost_gecko Yeah I'd love to find out how to bake a lod texture in Blender... I've tried like you but so far my results have also been white.

Have you tried switching to Cycles Render?

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    16 hours ago, Dejected Angel said:

    Whatever happened to the Japan roads?

    You reminded me so I decided to do the basic road today:

    QPtLfFt.jpg

    KJGfLFs.jpg

    (The decals are vanilla)

    I really need to reorganize the textures and project files again. Probably need to make a spreadsheet of all the roads I need to change.

    And also I need to work on the texture replacer script so it can replace network segments and nodes as well.
    Right now editing the script every time is a hassle, it needs to get to a point where I can alt+tab between the game and photoshop and work on the roads like that.

    There are literally hundreds of textures to make:
    diffuse/apr - ground/elevated/slope/tunnel - segments/nodes, some roads even have 2 types of nodes (dirt-dirt vs dirt-asphalt for example).

    It's crazy how the road textures are misaligned, sometimes the middle line on the road is shifted by the width of the line.
    The UV mapping is asymmetric sometimes, and also inconsistent between different roads so I have to change the width of elements etc.
    So I need to put guidelines on the texture, and then realign the textures to match that.

    No wonder nobody has done a true road texture rework, all the stuff out there is just adjustments and recolors of vanilla roads.

     

    3 hours ago, Bolduck91 said:

    They are very great tutorials !!! You totally should put a link in the "Index of Modding Tutorials & Information" thread so new-to-modding-creation-people can easily find them !

    Yeah I guess I should but there it says I should make a seperate thread for the tutorial so it can be discussed...

    So should I make threads for the big decals tutorial and this lod tutorial? I guess it would make sense so people can ask questions there.

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    Ronyx rhymes with electronics...  

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    Just started another japanese warehouse, because it's easy, and figuring all the stuff about roads is too intimidating, there are like 206 road prefabs.

    This time i'm going to make the sign a prop so it's usable anywhere.

    wzADwIB.jpg

    Based on some I found here.

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    Ronyx rhymes with electronics...  

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    Continued the warehouse:

    kRlTuL4.jpg

    For some reason I thought I would need to use 1024x1024 to fit all those wall panels but turns out all these walls use just 30% of 1024x512.

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    Ronyx rhymes with electronics...  

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    Nice one! Pleased to see you choose to separate the signage from the model itself.
    I'm amazed by how much detail you manage to squeeze into such small texture maps: not just for this one, but all your models have stunning textures!

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    Very nice texture :thumb: And we can't complain when it looks this good on a smaller than planned texture. Looking forward to seeing this progress :D


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    Indeed, I can't even remember how many times I've complimented your texture work, looks great so far!

    That thing will shine when the sun hits it! Looking forward to seeing how you handle the normal and specular maps on this. The details on the texture are small enough that I would imagine compression artifacts would become a problem.

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    11 hours ago, Judazzz said:

    Nice one! Pleased to see you choose to separate the signage from the model itself.
    I'm amazed by how much detail you manage to squeeze into such small texture maps: not just for this one, but all your models have stunning textures!

    Thanks! Maybe I should also look into prop randomization so I can make 3 different signs.

     

    8 hours ago, Avanya said:

    Very nice texture :thumb: And we can't complain when it looks this good on a smaller than planned texture. Looking forward to seeing this progress :D

    Thanks! I also need to make something a bit smaller than this one and see what I can squeeze in a 512x512.

     

    7 hours ago, Badi_Dea said:

    Indeed, I can't even remember how many times I've complimented your texture work, looks great so far!

    That thing will shine when the sun hits it! Looking forward to seeing how you handle the normal and specular maps on this. The details on the texture are small enough that I would imagine compression artifacts would become a problem.

    Thanks! Yeah the game screws up the normal and specular map a lot, but I hope it won't be very noticeable because of how "busy" this diffuse texture is.

     

    Some progress:

    aLmejsh.jpg

    I think I might have some texture space left even after adding the windows, the door, some edges and those tall beams, not sure what else to add.

     

    I am also considering making a video about my texturing techniques.

    It changes every time, it's that steep learning curve in the beginning -
    finding out how each texture works, and how it doesn't work...
    unexpected issues come up, such as the rotated normal map problem.

    If anybody has specific ideas or questions I should address in this hypothetical video, you can go ahead and ask.

     

    Edit: had to screencap this
    1M0PfPW.png


      Edited by Ronyx69  
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    Ronyx rhymes with electronics...  

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    Streamed with @Jerenable and Freat and @iSevenSimmer , continuing the nuclear power plant.

    Progress:

    FBGMq1L.jpg

    b6Ruejk.jpg

    Archived streams: mine and jeren's


      Edited by Ronyx69  
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    Ronyx rhymes with electronics...  

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    That opens up a lot of options! you must share your method :)
    Very nice work!
     

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    On 2017. 01. 26. at 1:27 PM, Ronyx69 said:

    Streamed with @Jerenable and Freat and @iSevenSimmer , continuing the nuclear power plant.

    Progress:

    FBGMq1L.jpg

    b6Ruejk.jpg

    Archived streams: mine and jeren's

    Ah so you were in too,were you the one who answered english is a fish? :lol:


    Tokod County,A city journal made by me

    pjfCRjS.jpg?1

    Network Addon Mod FTW!

     

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    5 hours ago, Abrams124 said:

    Ah so you were in too,were you the one who answered english is a fish? :lol:

    Yes, we started on my channel for the first 1h30m and then moved to jeren's...

     

    13 hours ago, Badi_Dea said:

    That opens up a lot of options! you must share your method :)
    Very nice work!
     

    So yeah I will share as far as I got now.

    The mesh for the prop:
    single face, a bit above ground
    you need to flip the normals of the face, but unflip the normals of the vertices... this is a bit weird but when the shader gets applied to the prop, it's visible from the wrong side, yet the lighting behaves normally, so that's why...

    The textures:
    white alpha
    black color variation
    white illumination

    When importing, the only thing needed is changing all the color variations to 7, 42, 69 (the mod detects which props are supposed to be asphalt using this)

    The mod will change the shader and take the ACI map and apply it as an APR map. This makes the prop use the upwardroad texture of your map theme.

    Mod also increases render distance, because you wouldn't want asphalt disappearing when zooming out.

    Mod changes the color variations to 128, 128, 128 for now.

    I need three sliders for RGB in the pause menu mod settings thing which get applied ingame / saved on exit / loaded on load, but I can't figure it out.
    Anybody wants to make the code for the sliders?

    Get the mod.

    Get the prop.

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    Will these be replacing the concrete brushes. If you make some with the concrete texture? Can we apply our own textures?

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    53 minutes ago, Sparks44 said:

    Will these be replacing the concrete brushes. If you make some with the concrete texture? Can we apply our own textures?

    No, by concrete I assume the pavement texture? I don't think it even shows up on those, not sure why, the cliff texture does though, so maybe that's useful somehow.

    And what do you mean your own textures? You could put any texture you want on any regular prop... but I guess decals work on these so maybe you want that.

    I think diffuse texture does show up on these, but the UV mapping doesn't work as you expect, but would need more testing to see how that works.

     

    I also need to try all this stuff on a building instead of a prop, one advantage is less culling and no disappearing by default, but i haven't tried it at all.


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    Seems very complex. Would be nice to have them as pavement texture. I made these paving decals http://steamcommunity.com/sharedfiles/filedetails/?id=850868759

    As you can see there are many other decals on top of the concrete in the picture, but at certain angles they all flicker. I'm hoping I can replace them with this modded prop or whatever you come up with.

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    2 minutes ago, Sparks44 said:

    Seems very complex. Would be nice to have them as pavement texture. I made these paving decals http://steamcommunity.com/sharedfiles/filedetails/?id=850868759

    As you can see there are many other decals on top of the concrete in the picture, but at certain angles they all flicker. I'm hoping I can replace them with this modded prop or whatever you come up with.

    What's the point of having a pavement prop if you can just use surface painter or pavement brushes and put decals on top of the pavement?

    Or do you want your own custom textured concrete slabs, on top of which you can use decals?

    That might be possible, just have to test out how the UV works and how the game decides to change the size of the prop.

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    The surface painter and brushes basically suck IMO.

    So yes I'd like custom textured concrete slabs, on top of which I can use decals as well as the concrete/pavement theme texture.

    They would provide a lot less restriction than using the other methods.

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    On 1/29/2017 at 1:16 PM, Ronyx69 said:

    What's the point of having a pavement prop if you can just use surface painter or pavement brushes and put decals on top of the pavement?

    Or do you want your own custom textured concrete slabs, on top of which you can use decals?

    I think the optimal use for your pavement texturing technique would be making large parking lots and open areas that don't look like sidewalk, they would look like the roads in the area, but unless we only make 90° parking areas, we'll be left with gaps in the texture and nothing that matches to fill it with. Using decals without z-fighting would be a massive step forward for making this a viable mod, especially how, um, interesting lol, it is to create the assets for it.

    The Nuke power plant looks amazing, I'm very much excited to see your excellent texture work on it!

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    On 29.01.2017 at 0:43 AM, Ronyx69 said:

    Yes, we started on my channel for the first 1h30m and then moved to jeren's...

     

    So yeah I will share as far as I got now.

    The mesh for the prop:
    single face, a bit above ground
    you need to flip the normals of the face, but unflip the normals of the vertices... this is a bit weird but when the shader gets applied to the prop, it's visible from the wrong side, yet the lighting behaves normally, so that's why...

    The textures:
    white alpha
    black color variation
    white illumination

    When importing, the only thing needed is changing all the color variations to 7, 42, 69 (the mod detects which props are supposed to be asphalt using this)

    The mod will change the shader and take the ACI map and apply it as an APR map. This makes the prop use the upwardroad texture of your map theme.

    Mod also increases render distance, because you wouldn't want asphalt disappearing when zooming out.

    Mod changes the color variations to 128, 128, 128 for now.

    I need three sliders for RGB in the pause menu mod settings thing which get applied ingame / saved on exit / loaded on load, but I can't figure it out.
    Anybody wants to make the code for the sliders?

    Get the mod.

    Get the prop.

    Sorry for supid question but where to put mod to get it work? 

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    1 hour ago, wojtason said:

    Sorry for supid question but where to put mod to get it work? 

    The .cs file should go in:

    C:\Users\Ronyx69\AppData\Local\Colossal Order\Cities_Skylines\Addons\Mods\PloppableAsphalt\Source

    The game will compile it on game launch, and then it should show up ingame.

    You can press windows+R and type in %localappdata% to get halfway there.

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    Worked on the B variant of the japanese shop I started a while ago:

    ZojmrpV.jpg

    lhb18Dy.jpg

    rGmaaxn.jpg

     


      Edited by Ronyx69  
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    Ronyx rhymes with electronics...  

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    That looks nice.

    If I can make a suggestion, it might be nice to have something like three variations aside from the 7-eleven, so if you put them side by side, they would seem like a bigger apartment or loft building, with several storefronts along the ground floor. Or possibly two storefront variations, and a non-storefront variant with the main entrance to the building itself for the residents upstairs.

    Just a suggestion. I imagine that's a lot more work on top of your already busy modeling schedule.

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