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! so with the hint of a road modding tool in the next DLC arriving, and presuming it's something like Network Extensions let's discuss what roads would be cool to add!
I've looked at the source code of Network Extensions and I've looked at their textures etc so I want to make a start at creating textures for roads. for that i need suggestions!
Use https://streetmix.net/new to visualise your road. I won't even consider ones that are just some random description For roads you want to zone on: use either 16m wide roads or 32m wide roads as those are the two widths that work with zoning. For highways you can use any width lanes for cars, trams, buses etc should be 3m in width. parking should be 2m wide sidewalks should be at least 2m wide (maybe 1.5m at the smallest) and this is for either side of the road, so at least 4m of sidewalk altogether! try and keep in mind that it's not about creating new types of prefabs like MOM, it's for reskinning like we do with Network Skins! Here's some examples of Vanilla Roads visualised in StreetMix
a 16m Wide Basic Road:
And a 32m Wide Medium Road
You can click on the above links to be taken to a template in streetmix.
Give me inspiration!
Thought we can use a list of the most accessible 3D software and resources for our modding and custom content needs. If anyone knows any more resources feel free to share here. I will start with this short list.
Blender 3D- for everyone.
Blender training course http://gryllus.net/Blender/3D.html
Sketchup Make- for everyone
Sculptris- for everyone
If you are a student, teacher or mentor, this is an opportunity to use Maya free of charge for 3 years. Who knows what will happen in that time the way CG software is being "freed" nowadays.
I believe there's more but can't think of them right now.
Texture Resources: I chose the texture sites that have more architecture content as we will be using these types of textures for buildings.
Nobiax on deviantart (textures including normal and specular maps, some 3d models)
AGF81 on deviantart (textures, some normal and specular maps) Thanks Avanya. Decided to add your list in the first post for better exposure.
ShaderMap 4 Now available free for non commercial use.
Autodesk FBX Converter. This can convert various 3D formats to ASCII and Binary FBX. Also convert from either type of FBX file to the other.
Cities Skylines Tools. This is a Sketchup plugin that exports your model straight to the import folder from Sketchup. No more needing to export to another 3D program. It also comes with customizable grid options for both ground and height.
OBJ Exporter for those using Sketchup Make
Cleanup, another good Sketchup tool
https://extensions.sketchup.com/en/content/cleanup%C2%B3 Thanks Darf!
GIMP is a free alternative to Photoshop
Krita is a cool digital paint program also
NVidia Texture Tools for Photo Shop for normal maps, texture compression, mip map generation and cube map formatting.
https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop Thanks Darf!
Thought I would also include Unity since it's the engine of this game. I don't know how it would be useful or if it would give any advantage as I never got into it yet. But I imagine it would shed some light into why some things in the game are the way they are.
Unity Tutorials http://unity3d.com/learn/tutorials Thanks OwiHH!
Hope some of you find these useful
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