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Ryno917

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Everything posted by Ryno917

  1. Oooohh that looks awesome in those silhouetted images. Looking forward to that one!
  2. Awesome! Thanks for these!
  3. Great stuff! Love the oil truck especially - nice solution for the logo
  4. I was wondering if there was an 'exact' way to select the colours in the asset editor for colour variations (inputting an RGB or hex code perhaps?)? I'd like to make a couple variations of an asset, but use the same colour variations. In my asset editor currently there's just the palette - I don't see any method of inputting certain values, or finding out exactly what colour I have selected. Also, is there a way to force the asset editor to display the colour variations currently? When I import a new asset the colour variations do not display, but when I load one it shows one of the colours. I'd like to see all of the colour variations in the asset editor by toggling through each one to make sure the colour I've selected appears the way I want it to on the asset before saving. Is this possible?
  5. That's really depressing. I really hope CO or a modder can add an RGB value input to the colour selection in the asset editor.
  6. Sweet! Hopefully I'll have time this week to work on mine.
  7. Great idea! Only comment from my end is that the text is getting a bit lost in the background colour. You could make the text white, or see if you can darken the background more.
  8. I'd love to know this as well - would like to do some new pieces of street furniture
  9. Saw this last night, glad to hear it's giving good results. I'll probably give it a try some time soon. Does TimeWarp automatically use custom settings, or do I need to set it every time I load a city? If it's automatic it will play very nicely with this mod I think.
  10. Awesome! Glad to see the mod getting some love from modders. Does this require duplicate assets? I mean, if I have the original release with separate parts (so I can use them elsewhere) will I need to have duplicates for the large lot, or does it simply use the original buildings as sub buildings? As a side note, it would be awesome if this were combined with the ploppable RICO mod to add a lot of workers to the building as well.
  11. Rain and fog are the weather types being added. Snow is for particular maps only. I haven't watched the teaser vid yet, but I'm pretty excited for trams!
  12. Show us your airport.

    They have to be connected to the terminals using taxiways. Everything is 'one way,' so use the one way arrows mod to make sure your runways and taxiways are consistent in their direction, and allow the planes to leave the terminal, get to the runway, and return to the terminal from a runway. If there's a break anywhere in the pathing for the 'ring' it will not work correctly.
  13. Thanks for the effort, boformer! It would be awesome if someone could make a mod to allow us to pick colours by hex or RGB#, and toggle between them in the asset editor so we can see in real time what we're doing. Especially for someone like me, who is colour blind, it would make the whole thing much easier.
  14. Is there a standard distance from the curb that the lights are positioned at? I want to do something a little bit different with it than the standard fare.
  15. OK, perfect. Thanks! I'll have a play with that hopefully today or tomorrow.
  16. So that will list the RGB values of the colour variations? And allow for direct editing, I assume? Is there any way to display the asset in the selected colour variation in the asset editor? Thanks!
  17. I'm just learning 3DS and I thought C:S modding would be a good way to teach myself the program because it gives me a defined 'goal' and a yardstick with which to measure my progress. I'll be posting updates, WIPs and asking questions in here. First up is a small residential building. It's based on this: http://jinkazamah.deviantart.com/art/office-building-205907994 First shot is a raw 3DS viewport screencap, second image is in the asset editor. The main thing I need help with right now is getting the windows to not look so washed out. The asset editor shot is with a specular of only 15%. There's not really any reflection on the windows anymore, but they're still really washed out. Any tips to keep a darker glass while still getting stronger reflections?
  18. Ryno's Assets

    Tweaked, and released! Illuminated Pylon Lights Requires the More Beautification mod if you want to place in-game. As an aside, I'd be very greatful if someone could plop a few down in their city and get a few in-situ pictures for me. I don't have any cities to get some better shots in yet!
  19. Ryno's Assets

    Spent a couple hours this afternoon working these up. Loosely based on the light pylons at the LAX airport. Need to tweak the colour options to reduce the oversaturation and make the uneven illumination more apparent. Barring any other comments/suggestions, they're pretty much ready for release. Currently they're just props, meant to place with the More Beautification mod.
  20. Oh, that's a great idea, too. Combination of prop and asset proper up close, LOD to take over further away. Would need 3 models then: High poly asset above ground, high poly prop below ground, and asset LOD for distance. Would you also need a LOD for the prop at medium distances? As props disappear sooner, I assume they have a LOD that kicks in before an asset LOD does?
  21. I knew about the prop thing, but never thought to give the asset a LOD to take over when the prop disappears. Great idea.
  22. Ryno's Assets

    Alright, released! Nightlights look pants in these shots - I grabbed it after most of them had turned out. I need to grab a new image for that, and upload more images to the workshop (it's hanging right now while trying to upload more images). I may go back and tweak them anyways, though - and I need to downsize the LOD maps, as I forgot to do that before uploading. https://steamcommunity.com/sharedfiles/filedetails/?id=595243745 Thanks for all the help and encouragement, everyone!
  23. Ryno's Assets

    Nah, my main diffuse texture is pretty cut up into different elements, so for the LOD to use the same UV layout I had to have the polycount far higher than it should be. I checked the tri count with the mesh tools in C:S yesterday and it was 609 - way too heavy for what is ultimately a simple building. So I'm rebuilding it right now and I'll bake a texture for it from the main model instead. It's 29 quads now. Much better. All in all, this has been quite a good learning experience. I just wish I was picking up the program quicker - I learned Solidworks and was functional with it in 6 hours, so this is more than a little demoralizing for me!
  24. Yea, large stacks are really only ever seen here when major highways are intersecting in urban areas. Other than that, there's a lot of cloverleaf interchanges in suburban areas. Rural areas often have small ramps to slip roads, or a simple straight ramp up to an overpass.
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