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12 hours ago, _Beardmonkey said:

Thank you! They are actually on the workshop now as "friends only" because I've made them into one of them fancy packs. I'd like someone to try it out before I make it public. If you want to just add me on steam to get access! ;) 

They work great! I love that they use the tree behavior of blowing in the wind, but I don't really like that they are placed in the trees menu. I think you should be able to change the menu category and retain the tree AI so they could be found a little easier.
When I get around to tackling my 'to make' list, I have some assets I'd love to use them in! Nice going!

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    1 hour ago, Badi_Dea said:

    They work great! I love that they use the tree behavior of blowing in the wind, but I don't really like that they are placed in the trees menu. I think you should be able to change the menu category and retain the tree AI so they could be found a little easier.
    When I get around to tackling my 'to make' list, I have some assets I'd love to use them in! Nice going!

    Ok, thanks! I'll have a look at that category thing.

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    I don't know how to change the menu category so unless someone know how to do that I'll have to go with the tree category.

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    2 minutes ago, Badi_Dea said:

    This should do the trick, but I haven't tested it since the update. I don't really do props- but I think it should work for those like it does assets.

    http://steamcommunity.com/sharedfiles/filedetails/?id=458396767

    Yeah, I've tried that. When I change the category to PropsParkEquipment for instance, it's not showing up anywhere in game except when I use the search box.

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    If I remember correctly you'll need the item class changer too for it to show up. Been a while since I changed something around, but at least for buildings that mod is needed too. No matter where it ends up I'm looking forward to having it - such a cool little detail! :D

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    My workshop items

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    You need UI Changer for it to switch between menu's. I believe changing the Class does more than just reassigning to a tab. Just read the description of both mods and you'll be fine :) 

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    ekCYJKD.pngTim The Terrible's Steam Workshop

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    I know this is a little off-topic, but has anyone looked into what it takes to have cims interact with your props? Like for instance you make a bench prop. Is there a way to have cims sit on it the way they do the vanilla bench? Or the table? Etc.

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    7 hours ago, Matthias King said:

    I know this is a little off-topic, but has anyone looked into what it takes to have cims interact with your props? Like for instance you make a bench prop. Is there a way to have cims sit on it the way they do the vanilla bench? Or the table? Etc.

    Haven't looked into it at all but if I remember correctly it's related to PropInfo.m_specialPlaces; They have a position and direction.


    Ronyx rhymes with electronics...  

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

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    18 hours ago, Tim The Terrible said:

    Just read the description of both mods and you'll be fine :) 

    Apparently I'm too stupid to make this work so you have to make do with my banner trees! ;) Enough time wasted in the asset editor I think...

    Download here:

    http://steamcommunity.com/sharedfiles/filedetails/?id=815908280

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    The dumpster area assets are now on the workshop. Eventually I settled for one garbage building version and one park version.

    Garbage Version:
    http://steamcommunity.com/sharedfiles/filedetails/?id=817331338
    Park version:
    http://steamcommunity.com/sharedfiles/filedetails/?id=817331788

     

    Dumpster area 04.jpg

    Dumpster area 08.jpg

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    Awesome trash asset, and I love the graffiti.

    Is that red and white security barrier on the workshop?

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    3 hours ago, Matthias King said:

    Awesome trash asset, and I love the graffiti.

    Is that red and white security barrier on the workshop?

    No it's not. I was planning on tweaking the texture a bit but I don't think I'm going anytime soon so I might as well publish it. :)

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    Just realising that the graffiti is too small. It would be more realistic if you upscale it to fit the coplete wall or replace the textures with gaffiti/tags which are in RL smaller.

    Is your plan to release the drums as seperate props? It would be really awesome to combine them with the fire prop to make grungy areas underneath our elevated highways :)

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    Yeah, you're right! The graffiti would probably fill both walls at the front. Originally I had to keep them small because of texture space limitations but at a later stage I changed the UV layout so I could actually make them bigger now. I don't know if I'm going to though. Maybe at a later date. Thank's for the feedback! :D 

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    @_Beardmonkey You spoil us again. I've been waiting for someone to make a proper version of this kind so thanks! What theme are you using in those pictures? I like that concrete and sidewalk textures.

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    Fantastic planters, I'll be using these on my waterfront,

    Do you know if there is a way to give prop decals hierarchy over others when placed on top of each other. I've made these concrete paving decal and you can place decals on top like cracks, hold the camera at a certain point and you can see them all without flicker. But move the camera and they flicker. If It would be possible to make the concrete a base prop or make the game give hierarchy to whichever is placed last there would be no flicker.

    Do you have any concrete decals in the works and what are your thoughts on them?

     

    HiresScreenshot 481.png

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    1 hour ago, _Beardmonkey said:

    I've made two new metal planter decals. Get them here:

    Those look great! Another addition for detail artists. I been thinking of making subway grates  now that we have metro overhaul. You seem to be the most qualified person to make them :)

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    Those metal planter grates is something I never knew I needed; but now that they're here, I don't see how I ever lived without 'em. I see them everywhere and it just never clicked that they weren't in the game.

    Nicely done, sir!

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    5 hours ago, accapulco said:

    @_Beardmonkey You spoil us again. I've been waiting for someone to make a proper version of this kind so thanks! What theme are you using in those pictures? I like that concrete and sidewalk textures.

    Thanks!

    I'm using a custom theme that I'm working on. Hopefully I'll release it after the holidays!

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    8 hours ago, Sparks44 said:

    Do you know if there is a way to give prop decals hierarchy over others when placed on top of each other.

    This is a mystery to me as well and from what I've heard you can't! I would love to be able to do this though.

    8 hours ago, Sparks44 said:

    Do you have any concrete decals in the works and what are your thoughts on them?

    Yes, I have. Avanya and Ronyx pretty much covered the cracks departement but I have a few ideas that I'm working on. I'm also looking at creating a set of decals that goes with the map theme I'm working on at the moment.

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    11 hours ago, Sparks44 said:

    Do you know if there is a way to give prop decals hierarchy over others when placed on top of each other. I've made these concrete paving decal and you can place decals on top like cracks, hold the camera at a certain point and you can see them all without flicker. But move the camera and they flicker. If It would be possible to make the concrete a base prop or make the game give hierarchy to whichever is placed last there would be no flicker.

    I want the same thing. I looked into it and only thing I found is that one of the distances, render distance or lod distance or something like that affects the order in which the decals are layered, but not consistently and pretty randomly, it still changes as you move the camera around, just a bit differently.

    Wish there was some kind of layer priority number or something.

    And decals won't work on top of props, or buildings or whatever, it only works on terrain and segments.

    An idea I had was applying one of the terrain or segment shaders to a prop, probably going to try it one day but I suspect the prop will simply become invisible.

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    Ronyx rhymes with electronics...  

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

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    For props with the fence shader (which follows the terrain) the result seems to depend on how detailed the model is. Basicly it looks like the vertices follow the terrain. So for a simple wall the ends will adjust to the terrain and the rest will just clip through the ground. The more vertices along the way, the smoother it will follow the terrain. Might be possible to get a decent result out of it.

    OT: Those are some great decals! Would have never thought of something like those for the game, but ofc! They totally remind me of my The Sims days. Can't wait to see what else you come up with :D

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    My workshop items

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    14 hours ago, Mr_Maison said:

    I been thinking of making subway grates  now that we have metro overhaul. You seem to be the most qualified person to make them :)

    I was actually thinking about grates like that when I made these. Adding another asset to my to-do-list!

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