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Everything posted by Ryno917
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Let's talk about the next paid expansion & free patch
Ryno917 replied to boformer's topic in Cities: Skylines General Discussion
Love it. Street circuits should get grandstands too, though; every street circuit I've ever been to has had temporary tribunes erected for the event. Depending on the circuit these may only be put at the start/end of a straight, or in an intersection, but every major street circuit has them. In fact, you typically see more of them at street circuits than you do at permanent race tracks that are anything less than FIA Grade 1. Mosport, for instance, is an FIA Grade 2 circuit IIRC and it doesn't have a single permanent grandstand in it (but some major events get two or three small temporary ones erected). [EDIT] Side note. Now that we have open access to the road modding tool, including quays and the like, we can now make draggable concrete walls for our circuits. Awesome! -
Network Extensions Project
Ryno917 replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
Just to chime in that Toronto has this on many of its Streetcar lines (all lines except the Spadina line and 509 Union line run mostly in this configuration). And yes, it's as stupid as it sounds.- 813 Replies
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FilipposRoads (Hopefully) Projects - WIP Athens Tower and Toronto Hilton
Ryno917 replied to FilipposRoads's topic in Cities: Skylines Modding - Open Discussion
It's difficult to give much constructive input without seeing the texture map, but it looks like you're trying to cover the whole (or a large part) of the side of the building in one go. The building itself has a lot of repetition in it, so you can overlap a lot of it to maximize pixel density of the textures. The real building has deeply inset windows, so it would be beneficial to model it that way to get a closer resemblance - there is a way to do it without using too many polies as well, if you rely on overlapping primitive shapes rather than explicitly modeled alcoves. I can't show you what I mean right now, but I can try to knock up some kind of image to display what I mean later on if no one else gets in here first. The Toronto Star logo I'd recommend doing with a separate prop - model the letters in 3D and give it its own texture for best look. That will save you space on your main texture map, and allow you to have a much more legible logo. The specular map controls the reflectivity of the object. It's a bit of a misnomer since it controls the environmental reflections, not just the specular reflection, but that's neither here nor there. Use it to get the windows all nice and shiny.- 21 Replies
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Network Skins (Coming 2016)
Ryno917 replied to boformer's topic in Cities: Skylines Modding - Open Discussion
Is there any chance on the custom segment textures module still being released (and for quays)? That's still one of my most wanted features. -
How to prevent a building from spawning?
Ryno917 replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
Don't forget to make sure you have other growables of the same footprint and level. If you don't nothing in that footprint will upgrade to that level or above. -
New graphic card, C:S worked better before...
Ryno917 replied to v701's topic in Cities: Skylines Technical Help Q&A
Sorry to hear, good luck with it, mate! -
I had to unlike it three times, so I could like it four times. Where can I find those assets? I love me some rallying.
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New graphic card, C:S worked better before...
Ryno917 replied to v701's topic in Cities: Skylines Technical Help Q&A
I've only really briefly skimmed through here, but I didn't see it mentioned yet so I thought I'd throw it out there: Have you checked your power supply? I know the 970/1070 and newer Nvidia cards actually have substantially lower power requirements than some of the older cards, but I'm not sure if the 1060 generation have the same boon or if they still need a lot of power. It could be that your older power supply isn't up to the task of getting the new GPU the juice it needs, and I've seen that actually throw off monitoring values for hardware before (though, it shouldn't). Also, along a similar line, if your GPU was a bottleneck before and it isn't any more, it can make your total power consumption worse as now the other components are the ones playing catch-up. A couple years ago I decided to get a new card, went from a Radeon (can't for the life of me remember which one) to a GTX 970 and saw only about a 5% performance improvement in Project CARS (the main sim I was playing at the time). I knew it wasn't right so I dug in to the issue, and while my CPU was a slight bottleneck, it turned out my power supply was ailing. It wasn't a bottleneck, spec-wise, but it was on its last legs and the new card being faster (despite needing less power itself) was resulting in the CPU now trying to keep up, taking more power than previously, and pushing my PSU over the edge. I discovered that issue too late, and when the PSU finally went it took my CPU and mainboard with it. Thankfully my brand new (at the time) GPU was fine. The silver lining was that since I had to rebuild anyways I was able to upgrade the entire computer. Only hardware in it, aside from the new GPU, that was in my old build is the RAM - which I'm going to replace some time soon as well as I'm upgrading the GPU again (shiny new GTX 1080 arrived this time last week Just need to get some freelance work off my plate so I have the time to install it). Anyways, if no one has mentioned it yet, just double check your PSU is up to the task of powering the new GPU, along with all your other components. -
Network Skins (Coming 2016)
Ryno917 replied to boformer's topic in Cities: Skylines Modding - Open Discussion
This is simply amazing. Great stuff! I Can't wait to see what people come up with for it! -
Avanya's buildings (Update 7/1: Cargo rail stations released)
Ryno917 replied to Avanya's topic in Cities: Skylines Modding - Open Discussion
Way late to the game here (started a new job a month ago, haven't had time to look at the forum in weeks) but this is the complete opposite of my experience. Granted Toronto is one of the most expensive cities to live in in North America, but lofts are trendy and chic and they are very expensive here. Toronto might be unique in that, while we do have different areas, we don't have large areas of the city that are all one 'wealth' level; everything is kind of intermingling here. For instance, I live in quite a nice place that's filled with lawyers and doctors but right beside my building is a large subsidized housing complex. It doesn't matter where you go in the city, you'll find expensive housing. You'll also find (comparatively) cheaper housing nearby. But still - lofts are trendy and have loads of character. People are looking for that, and the prices here reflect that for sure. Every single loft I've seen for sale here has been very pricey. I don't think I've ever even seen one for less than $800K.- 800 Replies
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Avanya's buildings (Update 7/1: Cargo rail stations released)
Ryno917 replied to Avanya's topic in Cities: Skylines Modding - Open Discussion
I can't speak to other cities, but in Toronto a lot of these converted industrial buildings get lush garden rooftops when they're converted. If you're looking for something a little different maybe a small pool (or hot tub?) with a nice patio area and some planted (trees in large planters) foliage? Could help set it apart from the majority of other buildings out there.- 800 Replies
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Avanya's buildings (Update 7/1: Cargo rail stations released)
Ryno917 replied to Avanya's topic in Cities: Skylines Modding - Open Discussion
Great stuff! That last one looks a lot like an old office I worked in a few years ago. (Same building Ubisoft Toronto is in)- 800 Replies
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Avanya's buildings (Update 7/1: Cargo rail stations released)
Ryno917 replied to Avanya's topic in Cities: Skylines Modding - Open Discussion
I second that.- 800 Replies
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Avanya's buildings (Update 7/1: Cargo rail stations released)
Ryno917 replied to Avanya's topic in Cities: Skylines Modding - Open Discussion
Great work lately! Those pipes especially are fantastic!- 800 Replies
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[Release] Surface Painter mod
Ryno917 replied to BloodyPenguin's topic in Cities: Skylines Modding - Open Discussion
AWESOME! -
Avanya's buildings (Update 7/1: Cargo rail stations released)
Ryno917 replied to Avanya's topic in Cities: Skylines Modding - Open Discussion
Awesome! Let me know if you need any specific reference material since I, uh... live in it. Great stuff on the recycling center!- 800 Replies
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Avanya's buildings (Update 7/1: Cargo rail stations released)
Ryno917 replied to Avanya's topic in Cities: Skylines Modding - Open Discussion
Awesome! My place isn't brick, but it is old. Was originally finished in 1929. Converted to a residential building sometime after 2002. Not sure when exactly. Here's how it looked in the 70s:- 800 Replies
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Avanya's buildings (Update 7/1: Cargo rail stations released)
Ryno917 replied to Avanya's topic in Cities: Skylines Modding - Open Discussion
Yea, I love the renovated old buildings. My loft used to be a men's suit factory many years ago.- 800 Replies
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Revolutionary Loading Screen Mod
Ryno917 replied to boformer's topic in Cities: Skylines Modding - Open Discussion
Great news! -
Avanya's buildings (Update 7/1: Cargo rail stations released)
Ryno917 replied to Avanya's topic in Cities: Skylines Modding - Open Discussion
Great work!- 800 Replies
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BATs by Bipin: Skylines Edition
Ryno917 replied to Bipin's topic in Cities: Skylines Modding - Open Discussion
Yep. That's definitely warranted, that is! Awesome! -
Zed (Cool_Z) at it again... (my BATs)
Ryno917 replied to Cool_Z's topic in Cities: Skylines Modding - Open Discussion
You're going to get that for every game, unfortunately. I remember back in the days of GTA3 on PC guys were releasing cars with upwards of 10K polies, when at the time 1K was was pushing it for a car. (These days games like Project CARS are running max detail models north of 100K. My, how times have changed...) -
Those are Those are all gorgeous
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Make your own network textures (Mod Tools Script)
Ryno917 replied to boformer's topic in Cities: Skylines Modding - Open Discussion
Precisely why I voted for Network Skins for your April project -
What do you want me to work on in April?
Ryno917 replied to boformer's topic in Cities: Skylines Modding - Open Discussion
The reason I did not vote for larger growables is because it will take a long time before we get enough variety in content to make them really worth it, if we ever will. With the ploppable RICO mod, it's almost not necessary anymore.
