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Epic Lurker

Epic Lurker's Assets (released Dageraad Amsterdam Social Housing)

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Somewhere in the properties it states the exact coordinates of the sub buildings and you can change them there.

And that's a really well done station.

Just make sure it's not too bright, looks like there are some overexposed white parts.


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    Wow thanks! That was easy.

    I'll consider making the roof a little darker. Amazingly, European LUT in the asset editor looks different than in game.

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    Man that looks amazing!!! The detailing and texturing are unreal, especially since you managed to cram all that awesomeness in just 18MB (it's big, but not when you consider the whole package) - very impressive!

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    I love it! I hope you don't mind if I use this piece of art to improve my Delft Station (WIP) asset :). I have a hard time with the style used in both buildings.

    Also, I see you used the Expo Line bench, but I forgot to tell you I made three Dutch Station props, including a typical bench. I somehow forgot to set them to Public. You can find them here in case you ever want to update the asset with them.

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    ekCYJKD.pngTim The Terrible's Steam Workshop

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    @Epic Lurker" By the way the asset editor has become a nearly unuseable glitchy mess for me for finishing up a big asset like this. I have to disable nearly all mods to import a new model or else the game crashes. Pedestrian paths are nearly un-editable inside a sub building. You can't place sub-buildings when move-it is enabled because it covers the sub-building button. Sometimes when you save all sub-buildings disappear. Is this the same for everybody? "

    i. Unusueable means: "You are pushing more GUIClips" ? If so, yes. I sought the solution of restarting the game and saving the asset under multiple names before an important modification.

    ii. Ped paths are the mess. I have move my mouse milimeter by militmeter in order to demolish a broken path. If it fails, reload the asset instead. 

    iii. Yes, move it and SBE panel is incompatible. 

    iv. Vertice limit i think. I noticed: I can't add moatcovers for the Toronto because SBE erases those sub buildings (any added building after reaching 65k is being erased by SBE) since the asset exceeded 65K triss limit. Props are excluded from this limitation. 

    SBE is crap right now. So far I noticed we need bunch of things in asset editor such as: 

    1. Disable/Enable Ground level, so we can work floor by floor. If your asset has metro connection, ground level and elevated arranging all those ped paths is a nightmare. 

    2. Lock SubBuildings so we dont erase or move them while working on the asset. I had enough of reloading the entire asset after I accidentaly moved a subbuilding.

    3. Hide ped paths while editing, also lock them so they don't snap to train tracks automatically. That is the most annoying thing e.v.e.r.

    4. Subbuildings must accept tracks from the main asset, it's a problem which were never fixed for years now. Player has to do artistic movements in order to snap train stop, or stops has to have roofs with openings. 

    5. Station tracks shouldn't have base platform. That 1m depth of base thing under tracks is killing multiple platform assets, if you have a tunnel next to it, it hides the tunnel entrance, and it looks terrible in visuals. 

    6. SBE should give access to edit subbuildings after the asset, say if LOD is terrible or I edited a subbuilding asset, I should be able to reload them, if I overwrote changes on mentioned subbuilding. It's kinda annoying to remake all arrangments with 11subbuildngs and peds and tracks because you changed the color of one of your SBE. (Atrium in my case, I had to remade tracks since, subbuilding follows elevated tracks)

     


     

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    @R3V0 

    i. Yes modtools just brings up problems you can't do anything about. I keep it disabled as much as possible.

    ii. Ped paths are the worst. The worst. Also, ped connection, ped connection surface, ped connection inside, what's the difference? They all look pink to me.

    iv. I don't think so, at least not in my case. Total vertices in my station is just around 20K. Also it would happen randomly and deleting and placing the sub buildings again would resolve it.

    2. Using the properties panel to put back accidentally moved sub-buildings to their proper coordinates helped a lot

    3. After I turned off snapping this stopped bothering me

    4. I was really worried about needing to add extra holes but for my station this wasn't a problem, train stops seem to snap fine even though the tracks are almost entirely covered

    6. I'd love to be able to reload the sub-buildings. Deleting them and placing them again is annoying, but it didn't upset my networks. Setting coordinates in the properties panel was a godsend. Another pet peeve of mine is that placing a sub-building somehow butchers its LOD texture but then again I couldn't really tell at normal LOD distances so maybe I just shouldn't use LOD toggler so much.

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    @Tim The Terrible Ah actual accurate props! Interesting, I'll have a look. What are the problems you are having? I might put something together showing how I drew the brick/granite textures of this building, because it doesn't resemble any technique I've seen from other people.

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    6 minutes ago, Epic Lurker said:

    @Tim The Terrible Ah actual accurate props! Interesting, I'll have a look. What are the problems you are having? I might put something together showing how I drew the brick/granite textures of this building, because it doesn't resemble any technique I've seen from other people.

    Basically with everything. Corner stones, the 'stone images', little details etc. I live 5 minutes away from the real station, so reference pictures are no issue, it's just how to make it look good. I haven't worked on it for a while now and learned a lot meanwhile, so maybe it feels worse in my head. I'll notify you when I continue working on it, hopefully you can help me make it look as good as your station :).


    ekCYJKD.pngTim The Terrible's Steam Workshop

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    4 hours ago, Epic Lurker said:

    @R3V0 

    i. Yes modtools just brings up problems you can't do anything about. I keep it disabled as much as possible.

    ii. Ped paths are the worst. The worst. Also, ped connection, ped connection surface, ped connection inside, what's the difference? They all look pink to me.

    iv. I don't think so, at least not in my case. Total vertices in my station is just around 20K. Also it would happen randomly and deleting and placing the sub buildings again would resolve it.

    2. Using the properties panel to put back accidentally moved sub-buildings to their proper coordinates helped a lot

    3. After I turned off snapping this stopped bothering me

    4. I was really worried about needing to add extra holes but for my station this wasn't a problem, train stops seem to snap fine even though the tracks are almost entirely covered

    6. I'd love to be able to reload the sub-buildings. Deleting them and placing them again is annoying, but it didn't upset my networks. Setting coordinates in the properties panel was a godsend. Another pet peeve of mine is that placing a sub-building somehow butchers its LOD texture but then again I couldn't really tell at normal LOD distances so maybe I just shouldn't use LOD toggler so much.

    i. How ? Can we disable them somehow ?

    ii. They're all different, so you can simulate "elevators", othwerwise same ped path ignores where you place it, it arranges its slope according to itself, so when you use same ped path for a platform and try to extend it as stairs, the entire platform inclines down, for example. This doesn't happen if you use underground for tunnel and stairs and surface for platform. Then again, this kills of making stairs, since peds will be invisible in underground and inside. Connection is required for outside access, if the memory serves me right. 

    iv. In mine it's 50ish, yet it gives errors as, "its above 65k". Stupid game. 

    2. I no longer have building position in properties, weird, is it a mod ? 

    3. Which one ? I have default snap and Samsam's snapping

    6. They just put BP's SBE and that's it. I just noticed that having multiple Subbuilding assets increase loading time, just like SBE. You would think they somehow fix it, add something more. But nooooooooo, they were busy with making radio towers. 

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    i. I disable the ModTools mod. The only thing I needed it for was modifying the length of the train station tracks.

    ii. Hmm interesting. Would any of this explain why my pedestrian sometimes take a 10 meter leap upwards to go down the stairs? I'm afraid to touch my ped paths again.

    2. No, it's not a mod. There's a sub-buildings entry in the properties that appears when you place a sub-building. See image. I missed it too at first (see start of this thread) but it is essential.

    3. No mod, I just disabled regular snapping.

    6. I agree that loading time is the most glaring problem this game has. CO is a small outfit but they should really work at that.

    subbuildings.jpg

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    Hey, I think my station is incompatible with the Spawn Point Fix mod. I needed to add very short train track segments at either end of the platforms because if I made the main segments too long trains won't stop there. I think I read somewhere the limit is 200 meter. I tried using regular tracks but the railings and poles would clip into my building and it was ugly. So I used train station track segments and I was careful not to have spawn points on those segments, but the Spawn Point Fix mod adds them anyway! Even if you don't add any stops there, outside trains can still choose to stop there.

    Does this diagnosis make sense? Any suggestions what could be done? Should I ask bloodypenguin not to add spawn points at very short segments or should I suck it up and use regular train tracks.

     

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    I suggest you use two Station Track segments instead of one. This will create a crossing of tracks in the center, which makes sense, because they are there in real life too. This essentially doubles the amount of platforms, also like in real life (Platform 1 becomes 1a, 1b etc.)

    I'm not sure how long the segments will end up to be when split in two, since I don't know how long the original is. If they are too short trains will act weird.

    EDIT: I remember the limit was 240m, but I never tested it, and 240m is incredibly long, so 200m might make more sense.

    EDIT: I don't think Spawn Points Fix has anything to do with it, and the issue lies deep withing the game's code.


    ekCYJKD.pngTim The Terrible's Steam Workshop

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    @Tim The Terrible I tried that first, but my station isn't long enough for that. The standard trains exceed the lenght of half the platform and jump to the other track in unnatural ways when they turn around.

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    Regarding to tracks: 

    I confirm that maximum lenght is 200m. So I built Toronto with 180m max lenght, better safe than sorry.  If I remember right, Extra Train Tracks has No Pole tracks, you can use it on either ends, you don't have to use short station tracks. 

    Spawn points has a bug i think, one of the asset had always a spawn point, despite the fact that I removed it in asset editor. I had to load the model as new asset, which solved the issue. 

     

     

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    @R3V0 Do you mean the MoreTrainTracks mod? Technically I want the cables but not the poles, I'm not sure it has that option. More importantly I want to avoid depending on another mod, especially now that I have released it. I know I may be looking for the impossible.

    @Tim The Terrible Spawn Point Fix has nothing to do with train station tracks >200m not working, but it is has everything to do with adding spawn points to my station where I don't want them.

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    I also made one of those window washing thingies as a prop. I couldn't find any on the workshop... crazy! I guess there's a lot of dirty windows in Cities Skylines.

    cradle.jpg

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    Looks great, former home of the SVB! That prop is one I've always missed, would be cool to animate it. :)

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    Such a nice building. I would love to have that in my city.

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    @Darf We'll have to wait for the prop animation mod for animation but I might make a version with the cradle in a lowered position.

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    The Apollo House looks positively sublime!
    So sublime in fact I decided using just one in my city would've been indefensible, so then this happened:
    0oYZ4bf.jpg
    Made possible because it's perfectly symmetric along one of the axis (no Move It! needed).

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    Really great for stations - this shader.

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