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Ronyx69

Ronyx: (I don't use simtropolis anymore, go to cslmodding.info)

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    WindTurbine Script https://gist.github.com/ronyx69/18486e905c4ddf50ce14cafbd9c55ba0

    Control wind turbine pivot, rotation mode, blade speed.

    I tested the vertex colors and they are explained above the script.

    The shader vectors seem to be saved and loaded in vanilla so no mod is necessary.

    You can now make windmills or watermills or whatever has that type of rotation.

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    Ronyx rhymes with electronics...  

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    PropRotating Params - control prop rotation axis, pivot and speed.
    http://steamcommunity.com/sharedfiles/filedetails/?id=954067599

    Script for asset creators:
    https://gist.github.com/ronyx69/55f2201f2d1f2d8f6c81042c7a47e47d

    Mod creation video with full live commentary:



    Mod source code:
    https://gist.github.com/ronyx69/d892fc146019a417ae1aa3cc9b8254aa

     


    Ronyx rhymes with electronics...  

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    as always .. amazing work - even better then amazing.

     

    I would suggest to give this Mod an own Logo and maybe some unique Name - in my opinion - many assets creator will use this .. for animations in general and in special for light effects.

     

    In my mind i am already modeling/modding a Partyboat with "Discolighteffects" on the water - luxury yachts with led lighteffects shining on the water- the missing lighthouse on the entry to the marina and many many things more ... this mod has to be a "haveto" mod (btw. PUG-Gaming when you read this - you have to mention this in your Weekly assets).

     

     

    thx again ronyx :)

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    He Ronyx,

     

    i got the script working and ingame i have now a blue LED.

    For my understanding .. i tried to make a simple  prop (small cube in blue) assign the script to it and then attach it in the editor to my boats (example) - but in the asseteditor - the prop is not shown. I have set the option "available in" to Game&Editor and also to all - still no prop in the editor. Is it so that these props can just be used ingame?

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    7 hours ago, Miccrosshill said:

    I would suggest to give this Mod an own Logo and maybe some unique Name - in my opinion - many assets creator will use this .. for animations in general and in special for light effects.

    It's not really a logo I guess but I don't see why it needs one. And the name explains exactly what it does.

     

    4 minutes ago, Miccrosshill said:

    He Ronyx,

     

    i got the script working and ingame i have now a blue LED.

    For my understanding .. i tried to make a simple  prop (small cube in blue) assign the script to it and then attach it in the editor to my boats (example) - but in the asseteditor - the prop is not shown. I have set the option "available in" to Game&Editor and also to all - still no prop in the editor. Is it so that these props can just be used ingame?

    The prop should not be affected in that way at all, it should show up in the editor as usual. Try using find it maybe?

    Also did you reload the game before trying to plop the prop? Once you save an asset, you must reload to use it, otherwise it doesn't get loaded like the other assets.


    Ronyx rhymes with electronics...  

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    22 minutes ago, Ronyx69 said:

     

    Also did you reload the game before tryind to plop the prop? Once you save an asset, you must reload to use it, otherwise it doesn't get loaded like the other assets.

    That did the trick for me - thx .. but unfortunately - floating shader and props dont goes well ... so no partyboat :(

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    Hi ronyx,

    is it possible to have more then 4 colorvariations? I try to change your script to 6 colorvar´s but got errors (i changed all possible positions [if/else/vardata].

     

    and is it possible to use this istead the 1.0f for the colors (values from 0-255 instead from 0.0 to 1.0)? i have some difficulties to get the color i want :

    //sets color variations of a building in asset editor
    //change the 128f to your values, leave the f there
     
    var color1 = new Color(128f / 255, 128f / 255, 128f / 255, 1f);
    var color2 = new Color(128f / 255, 128f / 255, 128f / 255, 1f);
    var color3 = new Color(128f / 255, 128f / 255, 128f / 255, 1f);

    var color4 = new Color(128f / 255, 128f / 255, 128f / 255, 1f);

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    Just now, Miccrosshill said:

    Hi ronyx,

    is it possible to have more then 4 colorvariations? I try to change your script to 6 colorvar´s but got errors (i changed all possible positions [if/else/vardata].

    It may be that the game would support it, but the mod/script has been hardcoded to support only 3, cause that's what the lights have by default.

    It's highly unlikely to change because it would either ruin all the old assets or add more data to the end of the data string, which I don't feel like doing.

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    Ronyx rhymes with electronics...  

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    Quick Tip:

    You know how bigger props disappear once you look away from the center of them? This is called culling. 

    That can be easily fixed by adding an infinitely thin triangle which goes way beyond the size of your prop:

    x9xuh9u.png

     

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    Ronyx rhymes with electronics...  

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    On 2017-08-14 at 9:51 AM, Ronyx69 said:

    Quick Tip:

    You know how bigger props disappear once you look away from the center of them? This is called culling. 

    That can be easily fixed by adding an infinitely thin triangle which goes way beyond the size of your prop:

    x9xuh9u.png

     

    That's really good! Does that mean you will release larger ploppable asphalt, or perhaps with the new ploppable pavement? ;)

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    Made a completely new texture replacer script, it's WIP right now.

    The idea is to make a mod which can replace textures (and also try to replace the mesh) realtime with a simple script (hopefully one line, only asset name needed).

    My old texture replacer can replace _d texture easily, but not the other ones, because ingame they are combined into ACI and XYS, some channels are inverted and the gamma is different...

    So this new script can replace d a c i n s textures ingame in realtime for a prop. I tested it a bit and it seems to work.

    If you have local custom props, it would be nice if you could test it as much as possible, trying to replace all the textures, just one or 2, replacing textures multiple times etc.

    https://gist.github.com/ronyx69/9c0026648d26b1e1b09cb8ec8a831b17


    Ronyx rhymes with electronics...  

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    It might be a good idea to dispose the old/original texture to prevent memory overflows.

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    5 hours ago, boformer said:

    It might be a good idea to dispose the old/original texture to prevent memory overflows.

    Yeah I did think that was something I should do, I did a ton of googling and tried some variations on Destroy or Texture2D.Destroy, but I couldn't get anything to work, maybe it doesn't work in a script? Cause this will become a mod later, it's just easier to test everything when it's a script.

     

    EDIT: Asked BloodyPenguin, GameObject.Destroy(texturename); seems to work


    Ronyx rhymes with electronics...  

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    The texture and mesh replacement part of the realtime mod is done.

    It takes files from the usual import folder.

    You can replace d/a/c/i/n/s textures and mesh for buildings/props/vehicles. Mesh must be .obj. In 3ds Max obj exports the position of the object as well, so put it at 0 0 0 before exporting.
    Replaced vehicle meshes won't have spinning wheels, asset importer does that using vertex colors on import, it could be done in the mod but I don't really feel like it.

    You can replace d/a/c/n textures and mesh for trees, lod for trees updates as well when the camera is moved.

    The prefix name for the import files must match the filename of the asset crp. (For now)

    The mod is not published yet, because @SimonRyr is going to make a UI so it's easier to use.

     

    Download the mod: https://drive.google.com/open?id=0B6Ccf1N5h5f7VjNUWTNtZ2JHbU0

    Put it in a folder called "Realtime" inside your addons/mods folder. Don't forget to enable the mod.

    Use these scripts: https://gist.github.com/ronyx69/d8e017bdf61c7a194c5d0e31b7021d62
    It's easier if you use exactly the same name for the import files, filename, and asset name.

     

    If you don't import a specific map, it should preserve the previous map. The entire channel inversion and gamma correction thing is quite messy so I can't test all the possible scenarios.

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    Ronyx rhymes with electronics...  

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    (previous post is outdated)

    New Ploppable Asphalt + Prop Explanation:

    Mod Collection: http://steamcommunity.com/workshop/filedetails/?id=1258162457
    Scripts: https://gist.github.com/ronyx69/2f4b08a45f3a14c585597c848a594150
    New Prop Source Files: https://drive.google.com/open?id=1NIKR4vBU6OUthrrs8N4-UwSmFaCEt9Ao


      Edited by Ronyx69  

    Ronyx rhymes with electronics...  

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    I made a new mod so you could set custom tiling for network segments/nodes.

    Makes it easier for asset creators to texture networks (roads, walls canals etc.) by allowing to control the tiling amount.
    Depending on the situation, might make textures look better or be more efficient.

    Mod:
    http://steamcommunity.com/sharedfiles/filedetails/?id=1274199764

    Script:
    https://gist.github.com/ronyx69/db4e7c41fe80020e31d9bd2e1e1196f8

     

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    Ronyx rhymes with electronics...  

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    I've been gone because I've been basically sleeping till 13 and playing gta online/fivem for the past two months lol...

     

    @hadece asked if it was possible to control fertile/sand/oil/ore using a texture so I made a script and a PSD to do it.

    Script: https://gist.github.com/ronyx69/ff3578a2f4b50b856a77edf1b795e374

    PSD: https://drive.google.com/open?id=1PhhGjJUngWkOvNlhQg9cYOZrY-bpa10x

    I haven't tested it in the map editor, maybe it works, but people make maps ingame anyway and then convert them to maps or share the save so whatever.

    Example: 

    eHFlXoJ.jpg

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    Ronyx rhymes with electronics...  

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    I somehow forgot to publicly share a script I made a while ago.

    It allows you to set illumination range for props, so you can set prop illumination to be off during the day, like for lights and stuff.

    https://gist.github.com/ronyx69/bfa8940c8d68f99b8826c88af51a39b7

    The hours off is centered on 13:18, just how the game works.

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    Ronyx rhymes with electronics...  

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    Made a very basic tutorial on how to use noWorkshop mode and local mods:

     

    I plan to make other basic tutorials like changing a shader, changing some stuff with mod tools, uploading multiple crp as a pack etc.

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    Ronyx rhymes with electronics...  

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    I added the canals source files if you're interested in making your own small canals:
    https://drive.google.com/open?id=1efNZ7Q5-_8qDzB-ydl4X_2bgRi3kfU22

     

    Also two more basic tutorials:

     

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    On 8/14/2017 at 3:51 AM, Ronyx69 said:

    Quick Tip:

    You know how bigger props disappear once you look away from the center of them? This is called culling. 

    That can be easily fixed by adding an infinitely thin triangle which goes way beyond the size of your prop:

    x9xuh9u.png

     

    How do I make the triangle infinitely thin? That's the part I'm stuck on. I'm really new to asset making but the EMAS bed I released has really bad culling issues


    OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

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    6 hours ago, Distanced said:

    How do I make the triangle infinitely thin? That's the part I'm stuck on. I'm really new to asset making but the EMAS bed I released has really bad culling issues

    I can't believe this requires an explanation. A triangle has 3 vertices, put 2 of them in the same place.


    Ronyx rhymes with electronics...  

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    On 4/7/2018 at 2:28 AM, Ronyx69 said:

    I can't believe this requires an explanation. A triangle has 3 vertices, put 2 of them in the same place.

    Oh, sorry :( Didn't realize that.


    OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

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