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You're very welcome - great to see others add to and use made up brands for the game! :D And love the boats, they look great! LODs are a bit on the high end, even for large vehicles like ships. If you want I'll have a look and see if I can give some pointers to reduce the LOD tris on them, without losing too much detail. These smaller ones really fill a needed spot in the game - and I'm looking forward to seeing the other mixes! :D 


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    2 minutes ago, Avanya said:

    You're very welcome - great to see others add to and use made up brands for the game! :D And love the boats, they look great! LODs are a bit on the high end, even for large vehicles like ships. If you want I'll have a look and see if I can give some pointers to reduce the LOD tris on them, without losing too much detail. These smaller ones really fill a needed spot in the game - and I'm looking forward to seeing the other mixes! :D 

    Hmm yes the LODs are still quite detailed, they can definitely improve. I found out that due to the size of the vehicles the draw distance is quite large (at least, I think that is a correlation...) so I can definitely shave off a bit. What do you think would be a good target tri count? I'll pm you the LOD fbx files shortly, would appreciate some feedback :) 

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    Messaged you back. And I'd say around the 300-350 mark for the two of them and 500-650 for the large one. Lower would take too much detail off imo. :)


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    Really nice ships. Just a question, how many meters did you make the ships?

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    16 hours ago, Ploefke said:

    Really nice ships. Just a question, how many meters did you make the ships?

    Thanks! The A version is 107 metres long (so it falls within CEMT Va classification, aka Large Rhine ship). B is shorter at ~82 m long, C is ~164 m overall. They're all 11,4 m wide with a draught of 2,5 m and an air draught of 10,6 metres.

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    Updated the LOD files, almost halved the tri count (thanks again for the help @Avanya). Also uploaded the second pack featuring container pack 1 (and again a little bit of pack 5). I didn't include the C version this time so it only features two ships. I also uploaded ploppable versions of all ships. Everything can be found in this collection:

    http://steamcommunity.com/sharedfiles/filedetails/?id=862755837

    20170212183158_1.jpg

    20170212182927_1.jpg

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    I've been working on a simple river cargo harbour with gantry crane, but can't seem to get the ship spawn/despawn points to work. I'm using Advanced Buildings Editor to edit the spawn points but for some reason they don't save or something, ships keep away from the quay (see second picture) and once I reload the asset in the editor they're back to their original position. I've also moved the shipping path around (the pink U shape), but that doesn't seem to do anything (using Move It since I can't seem to find a script to get a list of all SegmentIDs, it used to be activated by clicking "make all segments editable" in More Network Stuff but it doesn't do that anymore). Can anyone shed some light on how these spawn markers and paths work (maybe @BloodyPenguin)?

    Also, I want to direct your attention to this awesome mod called RiverCargoHarborMod. It was made by yole.karif and basically makes it so that river ships only use river cargo harbours and sea ships only non-river cargo harbours. With some clever ship paths you can have two separate networks! So now you can have both sea ships and river ships on one map, with only river ships on your rivers and sea ships on your sea :D 

    20170227221611_1.jpg

    20170227221953_1.jpg

    20170227222145_1.jpg

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    Contact BloodyPenguin on Reddit or Steam

    Here is a script to get a list of all network segment IDs in your asset:

    // change this to true to make the bulldozer work for train station tracks and other networks
    bool makeAllNetworksEditable = false;
    
    var mgr = NetManager.instance;
    for (var i = 0; i < mgr.m_segments.m_size; i++)
    {
        if (mgr.m_segments.m_buffer[i].m_flags == NetSegment.Flags.None) continue;
    
        Debug.Log("Segment " + i + " -  Type: " + mgr.m_segments.m_buffer[i].Info.name + ", Length: " + mgr.m_segments.m_buffer[i].m_averageLength);
        if (makeAllNetworksEditable) mgr.m_segments.m_buffer[i].m_flags &= ~NetSegment.Flags.Untouchable;
    }

     

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    6 hours ago, Lee Towers said:

    I've been working on a simple river cargo harbour with gantry crane, but can't seem to get the ship spawn/despawn points to work. I'm using Advanced Buildings Editor to edit the spawn points but for some reason they don't save or something, ships keep away from the quay (see second picture) and once I reload the asset in the editor they're back to their original position. I've also moved the shipping path around (the pink U shape), but that doesn't seem to do anything (using Move It since I can't seem to find a script to get a list of all SegmentIDs, it used to be activated by clicking "make all segments editable" in More Network Stuff but it doesn't do that anymore). Can anyone shed some light on how these spawn markers and paths work (maybe @BloodyPenguin)?

    Also, I want to direct your attention to this awesome mod called RiverCargoHarborMod. It was made by yole.karif and basically makes it so that river ships only use river cargo harbours and sea ships only non-river cargo harbours. With some clever ship paths you can have two separate networks! So now you can have both sea ships and river ships on one map, with only river ships on your rivers and sea ships on your sea :D 

    20170227221611_1.jpg

    20170227221953_1.jpg

    20170227222145_1.jpg

    I had the same issue until I realised that after you edit the spawn positions, press the "make All Segments Editable" button (again if you've already used it). this seems to do the trick, then save after you've done that. Reload the asset after saving to check the spawn points are in the new spot :)


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    12 hours ago, boformer said:

    Here is a script to get a list of all network segment IDs in your asset:

     

    When running the script the console doesn't show any output, only that it executed the command-line. See screenshot.

    6 hours ago, Bad Peanut said:

    I had the same issue until I realised that after you edit the spawn positions, press the "make All Segments Editable" button (again if you've already used it). this seems to do the trick, then save after you've done that. Reload the asset after saving to check the spawn points are in the new spot :)

    Still doesn't work for me, the spawn points revert back to their original positions :(. Did you edit their positions by dragging them (just like you can drag props, not with move it) or with modtools?

    Capture.PNG

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    2 hours ago, Lee Towers said:

    When running the script the console doesn't show any output, only that it executed the command-line. See screenshot.

    Oh right, there is a bug in Mod Tools. You can find the output in
    Program Files (x86)\Steam\steamapps\common\Cities_Skylines\Cities_Data\output_log.txt

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    2 hours ago, Lee Towers said:

    When running the script the console doesn't show any output, only that it executed the command-line. See screenshot.

    Still doesn't work for me, the spawn points revert back to their original positions :(. Did you edit their positions by dragging them (just like you can drag props, not with move it) or with modtools?

    Capture.PNG

    just by dragging, or using the autoplace spawn points (if you want them automatically in the right places according to how you've positioned the embedded paths (the pink paths)


    Come follow me on Twitter @CS_badpeanut 🥜 or Facebook!

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    Very nice. I really like the idea. Are you releasing the crane as a prop as well?

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    I'm trying to do a similar thing but with a small undetailed concrete block cargo/passenger harbor so that players can style it in-game, however the gap between the nodes and the exit point is quite far.

    This is what it looks like by default:
    Rc4QUk8.jpg

    ATVD1rw.jpg

     

    Now, in my case I might be able to cheat a bit and use "MoveIt" in-game to bring the concrete block inland, however the people spawn point is weird:
    hMZHJxQ.jpg

     

    Another thing I tried is to actually use MoveIt in the Asset Editor:
    MiEFBzR.jpg

    But it appears as this "bugs" the connection and ships won't spawn. You can still plop it no problem, it will connect to the ship path and everything but no one uses it.
    Maybe it's because I moved the nodes too closer together?

    Anyways, I'd thought I share my two cents.

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    5 minutes ago, Strictoaster said:

    But it appears as this "bugs" the connection and ships won't spawn. You can still plop it no problem, it will connect to the ship path and everything but no one uses it.
    Maybe it's because I moved the nodes too closer together?

    Anyways, I'd thought I share my two cents.

    The paths and spawn points are two different things. The spawn and despawn points are what you really want to edit, the paths only "guide" the way to and from those points (as far as I'm aware). They are only visible with Advanced Buildings Editor, but I still don't know how to save their positions after moving them around... I was thinking about creating an empty subbuilding with ship paths and manipulating spawn points that way, but that wouldn't solve the passenger / cargo spawn points. 

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    You probably have to edit the spawn point coordinates with mod tools to save them. Somewhere in ToolController -> m_editPrefabInfo

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    12 hours ago, boformer said:

    You probably have to edit the spawn point coordinates with mod tools to save them. Somewhere in ToolController -> m_editPrefabInfo

    It worked!! Thank you so much :D . For reference (tagging @Strictoaster as well): you need ModTools and Advanced Buildings Editor. Under PrefabInfo > BuildingAI, change the z values of UnityEngine.Vector3 m_spawnpositionUnityEngine.Vector3 m_spawnTarget to whatever you want / need (default is 48 - keep in mind that they need to be at least half breadth away from the quay). A little further down you can do the same thing with truck spawn points. Finally, click Reload Decorations ( in the Advanced Buildings Editor menu) and save the asset. You might get a null reference error when saving, don't know why. But it works in game without errors!

    20170303110633_1.jpg

    20170303111207_1.jpg

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    Released the river cargo harbour: http://steamcommunity.com/sharedfiles/filedetails/?id=878692125. No containers are included so you can choose your favourite containers.

    Since this was specifically made for my river ships, default sized ships will obviously clip into the asset, so either use the RiverCargoHarborMod to separate river and sea cargo, or use AVO to turn off sea ships altogether. I'll be releasing a matching seawall/quay asset as well, maybe later tonight (see second screenshot). I'll probably upload a craneless version for bigger ships as well.

    20170303121240_1.jpg

    20170303000856_1.jpg

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    Nice! Finally those cities with rivers and canals can use the water ways to transport cargo! (with a few mods at least :P)


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    wow, great work.

    Any chance you can release the crane as a prop?

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    @Lee Towers thanks for putting together this guide. I was able to get my Cargo docks to work just like you showed in your screenshots. Flawless!

    That being said, I wasn't able to replicate the same result for Passenger Harbors.
    I changed the spawn points to 24, 12, 8 and 0 and they all spawn in the same place, this is what it looks like at a distance of "12":

    i5NpTg2.png

    Y4tRlbK.png

     

    And here's what it looks at a distance of "8":

    U3JhIcD.png

    un0Rgxg.png

     

    Here are the spawn points at "0" but I get the same result in-game:

    Zt4VML9.png

    eONjUkr.png

     

    Am I missing another value change?

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    Quick Update!
    Using "MoveIt!" in-game seems to affect the ship's path and it stays that way between save/load savegame.

    9AMkWXX.png

    uL3HhlH.png

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    4 hours ago, Strictoaster said:

    Using "MoveIt!" in-game seems to affect the ship's path and it stays that way between save/load savegame.

    Behold the power of MoveIt! That mod is so useful! 

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    Nice work @Strictoaster! I think the ship spawn points are supposed to be on top of the path, that's why it's working after using MoveIt. I'm a bit too busy to test it right now though.

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    It's been quite some time since my last asset. I've been working on a few project but none of them are close to being finished (if they're ever going to be finished...). But with the new floating shader, it was high time to update some older assets! Since my floating buoys were broken for almost the entire time they've been in the workshop, I thought I'd start with those. They're now buildings instead of props (so they're also visible for much longer) and slightly bigger than before. 

    If it helps anyone, to use the new floating shader, run the following script with ModTools:

    var shader = Shader.Find("Custom/Buildings/Building/Floating");
    var asset = ToolsModifierControl.toolController.m_editPrefabInfo as BuildingInfo;
    if(asset.m_material != null) asset.m_material.shader = shader;
    if(asset.m_lodMaterial != null) asset.m_lodMaterial.shader = shader;

    Change the building AI to DummyBuildingAI with Asset AI changer. Under ToolController > PrefabInfo, set m_requireHeightMap and m_requireWaterMaps to true. Don't forget to set the placement mode to OnWater as well. I also recommend changing the UI Category to BeautificationWaterStructures with UI Changer. (special thanks to @BloodyPenguin for these settings)

     

    Anyway, the updated buoys can be found here: http://steamcommunity.com/sharedfiles/filedetails/?id=929309297. I'll be updating my static ships to use the new floating shader over the next few days.

    20170520151342_1.jpg

    20170520151400_1.jpg

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    I've changed my mind about updating my ploppable ships to use the new floating shader. After some testing, I've found that it causes water to glitch when placed near a shoreline or seawall. Reducing the footprint (see screenshot) and increasing the water depth allows for it to be placed closer to the shoreline without glitching, but it's still not close enough for my liking. Also, the floating effect is way too strong for ships this size. To put it in technical terms: the RAO's are too high. (RAO = Response Amplitude Operator, basically a value that expresses how the sea state translates into the motions of the ship)

    If you still want floating versions of my ships, add them to the config of the Ship Converter mod.

    20170522134936_1.jpg

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    Sounds like the right choice and lovely how the mod can be used for those who'd like them to use it. I use them mostly close to quays so I'm happy they won't be updated - can't have weird water glitches like that :P 


    My workshop items

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    Finally released an asset I promised to do a looooong time ago.... a bare ship hull prop for shipyards. I was sitting on the model for months and I finally decided to finish and upload it. It's not really detailed - but it does feature an updated version of the hull I used for my container ship. It's a lot smoother in the bow and stern areas. I'll probably reuse it to make other ships in the future, who knows. It's also available on sketchfab if you want to take a look at the model without subscribing.

    http://steamcommunity.com/sharedfiles/filedetails/?id=932492469

     

    20170525135338_1.jpg

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    Looking at the new wider canals I found it was high time for another set of ships - that could actually realistically navigate those canals. So instead of enjoying the extremely sunny day we had over here, I spent my day making new ships... they are based off the previous set - they share textures so subscribing to these will have minimal RAM impact if you're already using the larger ones. Both vehicles and ploppable versions have already been released and can be found in my inland shipping collection: http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=862755837

    And yes, the bridge is on the front of these ships ;) They're based on the Neokemp type ships, but a bit shorter to fit the canals in the game. 

    20170526170220_1.jpg

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