Voeille’s attempts to make something [19/11/17 – Lush Temperate Theme released, map in progress (River Falls?)]By Voeille
This thread will include everything I create and share for CS, either in progress or already finished. I’m slow so I won’t add much often, but every now and then I’m tempted to enhance the game and add a little to the community
Now I’m making an enhanced temperate theme that is supposed to look lush, designed for maps full of forests and eco cities with lots of nature beauty instead of dirty factories. It’s basically finished, but it’s never bad to ask for some feedback before releasing. I changed all textures and normals except for moon, gravel, and pavement, and tried to make them as little repetitive as possible, and balance a nice look between zoomed in and zoomed out views.
Ruined is supposed to look like dirt, not like sand or dry ground. I changed alpha of ruined in a way that stops it from appearing under cliff (I never liked it). Field is fine, so I left it very noticeable, just changed the colour. I hope my alphas make a natural and smooth transitions between textures. Oil and ore areas are basically unnoticeable when zoomed out. It’s on purpose, because the vanilla “stains” don’t look good in my opinion, and there is the resource view that lets us see the exact resource placement. When zoomed in, there’s a little difference in the grass look. The textures are mash-ups, edits, and blends of The Sims 2 (and 3 with respect to grass) textures (I create content for TS2 and I often use original textures from that game to make mine), and a few free ones found online. I’ll post necessary credits in the description in the workshop. They either were seamless originally or I made them seamless, so there isn’t any tiling noticeable. The scale of tiling (adjustable in the theme editor) was the hardest to balance for the cliff texture. Large tiles look pretty good from distance, but very blurred when zoomed in. Small tiles look good when zoomed in, but make the texture very repetitive when zoomed out. I went for something in between, so it looks alright in both views, but I’m not perfectly content with it. It’d be best with a huge texture, but that’s not reasonable (and I don’t have any), so it’ll probably have to stay like that. It’s just my opinion, but the default temperate sand is terrible – not only does it glow orange/yellow, but has strange and repetitive alpha.
I know the previews aren’t very good, but I’ll make nicer and more descriptive ones for the actual release
By Bad Peanut
Hey guys, new Poll!
Please choose out of the following options for a 32m wide network which will have 4 tram tracks.
The idea is that this is still a station track prefab so it will only be able to be placed inside an asset (so similar to monorail station tracks). This is due to the fact it will be using a unique track configuration which I will make compatible with the CO vanilla groups (they will connect visually with any tram network using the same connect groups as snowfall tracks)
The trams will be able to stop on each set of track so you can have 4 separate parallel stops on the same road.
Please keep in mind the following:
- DLC required for lanes,
- platform widths (some of them are very skinny so maybe they're not as good)
- overall usability as a medium road.
- vehicle flow compatibility with vanilla/DLC roads
FYI red tram lanes are tram only (not bus as well)
IF you think of a better layout still vote on the above, but also POST a streetmix pic illustrating exactly how it can work within 32m and with the correct widths for lanes/platforms
By Cyclone Boom
Index of Modding Tutorials & Information
In an attempt to consolidate various tutorials & info on C:S modding, this topic will serve as an index.
Basically, please post below links to anything aspiring modders may find useful!
Links to custom content related tutorials you've created in another topic (e.g. in this forum). Videos on YouTube, or similar video sites. Helpful links to online information / guides (e.g. Wiki articles, making best use of certain software features).
Note: If you wish to post a tutorial / share some personal advice, it's preferred to do so inside a new topic here in the modding forum. This way it keeps discussion contained inside individual topics, making each subject easier to follow, and allows the author to respond to comments.
I'll update links accordingly in the list below:
Modding General Info (9 resources)
(Info) Modding API – Paradox Interactive
(Info) Unity Scripting API – Unity Technologies
(Info) Unity Manual – Unity Technologies
(Info) Location of User Data stored for the game – Paradox Interactive
(Info) Modding Properties Info Compendium – TPB / Skylines Info Squad
(Video) How to Install Cities: Skylines Mods – CapTon
(Video) How to Download Cities Skylines Mods on MAC – YouTube
(Video) Developer Stream: Mod Masterclass – HenkkaArt
(Tutorial) Unity Tutorials – Unity Technologies
Modding (7 resources)
(Tutorial) Modding Tutorial 0: Your first mod - boformer
(Tutorial) Modding Tutorial 1: Prop remover - boformer
(Tutorial) Modding Tutorial 2: Road Tree replacer - boformer
(Tutorial) Modding Tutorial 3: Show Limits - boformer
(Tutorial) Modding Tutorial 4: Make historical - boformer
(Tutorial) How to create a Building Theme Mod – Donnerwurm
(Tutorial) Manipulating networks with a Hex Editor – Sims firehouse
3D Modelling (14 resources)
(Info) Polygon Count (Wiki article) – polycount
(Info) Free 3D Software and Resources for your Modelling Needs – Mr_Maison
(Info) An important reminder about Normal Maps – Cool_Z
(Video) Create an Asset for Cities: Skylines from Scratch – BigMasterBig
(Video) Making a Custom Model for Cities Skylines – YouTube
(Video) Import Model from Blender to Cities: Skylines – YouTube
(Video) Blender: Creating low poly Stones and Rocks – YouTube
(Video) Importing Sketchup Models – YouTube
(Video) Basic Building UV Mapping with 3ds Max 2008 – YouTube
(Video) 3ds Max 2010 Tutorials (22 video playlist) – YouTube
(Video) Creation of a LOD model in 3ds Max – Shroomblaze
(Video) Introduction to Blender - YouTube
(Tutorial) How to turn a Model into Game Ready Asset (3ds Max) – Shroomblaze
(Tutorial) Custom LOD creation in Blender – Exurbanite
Asset Texturing (13 resources)
(Info) NVIDIA Texture Tools for Adobe Photoshop – NVIDIA Corporation
(Info) How NOT to make normal maps from photos or images – KatsBits
(Video) LOD Texture Baking (3DS Max) - Ronyx
(Video) LOD Texture Baking (Blender) - Jerenable
(Tutorial) Bake Normal Maps for realistic, low-poly rocks, bushes and trees (and anything else) – boformer
(Tutorial) Illumination Map Texturing Overview – GC_Vos
(Tutorial) Detailed Nightlights – Cool_Z
(Tutorial) Common Nightlight mistakes you should avoid – Cool_Z
(Tutorial) Train Illumination.....a Different Animal – Mr_Maison
(Tutorial) How to use Alphas for grilles or balconies – Cool_Z
(Tutorial) Floors for Reflective Buildings... and others too – Cool_Z
(Tutorial) Speculars without artefacts – Cool_Z
(Tutorial) Map Editor: How to recreate roads from the real world – Krozjin
Assets (13 resources)
(Tutorial) Asset Creation 101 – Shroomblaze & various collaborators
(Tutorial) Creating & Applying Custom Props – TallgeeseIV
(Tutorial) How to add Custom Menu Icons to (almost) any Asset - The easier way – TPB
(Tutorial) How to add custom Content Manager Thumbnails to assets – TPB
(Tutorial) How to Place Assets Anywhere – TPB
(Tutorial) Remove Dirt from Tree and Prop Assets – TPB
(Tutorial) How to Change an Assets Category Tab while still retaining service info of another Category – Shroomblaze
(Tutorial) How to make a Blinking Neon Sign – boformer
(Tutorial) How to add lights to a prop – boformer
(Tutorial) How to create your own (complete) Building Style – boformer
(Tutorial) Tutorial for Decal Creators - boformer
(Tutorial) Making Custom Sitting Assets - hadece
(Video) Big Decals - Ronyx
Custom Content / Workshop (4 resources)
(Info) Steam Workshop "Who to follow?" Suggestions – TPB / Skylines Info Squad
(Info) Content creator rights and how to enforce them - Avanya
(Tutorial) Sub Buildings Enabler Documentation for Asset Creators – boformer
(Tutorial) How to update your Workshop Assets - The easy way – TPB
(60 total resources)
See this page for a list of Workshop modding guides / info, which may not already be listed above.
Hi, i'm new and basically im trying to convert pre-textured 3d models of cars to assets for CS but im so lost on how to properly uv map or how to make a proper diffuse maps for a model that already has textures(in seperate files at that). . Heres a look at what im working on.
The models already have their own uv maps(right?) though they don't seem to include the wheels and they're organized weirdly..i can't rearrange or explode them in the uv editor without the models textures going allover the place and messing up.
And those are examples of the textures.
I've already looked at the two tutorials on steam related to making assets for CS but they're missing too much info and are more focused on models that aren't textured and overall didnt help me much at all. I know the basics to what type of texture maps cars need, and how to optimize the mesh to have less polys. If anyone can please help me i'd appreciate it.
I use 3dsmax 2015 but can also use blender
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