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Ryno917

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Everything posted by Ryno917

  1. Great stuff! Are those underground shots done at night so they're dark?
  2. Could designate a parking lot as a park with an entrance fee. Roundabout way to do it, but it might work.
  3. Gorgeous! Any chance for some shots of how all the rail lines rejoin underground there? Very interesting
  4. Network Skins 2

    Amazing! Thanks for you continued work; not just on this, but everything for the community. You've changed this game massively.
  5. Hey guys, looking for some workflow tips from the vehicle creation guys. I want to make a few vehicles for C:S. I can model the vehicles fine and blunder through UV mapping, but where I struggle is creating the AO map; the shadows and highlights on the texture to give the low poly model some more definition. I know some artists use photographs of the real car, manipulated, to give these details, but what do you guys do when that's not possible (no good photos, fictional content, etc)? The only thing I can think of is to create a high poly version and bake an AO (and normal map) to use on the low poly car. Depending on the vehicle, that could be quite a bit of extra work. Do you guys have any extra workflows to achieve something?
  6. Both, I suppose, but specifically an AO map. In the case of C:S it'd be the highlights and shading on the main diffuse texture. I don't have the skill to manually paint this stuff, and I can't simply use photographs since what I want to do is fictional. Was hoping there was another method, beyond just modeling a high poly vehicle and baking a texture from that, but it seems that's probably my best option.
  7. Whats wrong with my texture?

    Maybe some compression artifacts on the specular map?
  8. Thanks for this! I'll give it a watch later and I'm sure I'll learn a few things.
  9. Getting back into C:S and I've only been able to successfully get the map editor to launch once. It takes a few minutes for C:S to load, and then 15-20 for the map editor before it inevitably crashes. I've tried running with the "--noWorkshop" and "--noMods" commands but it's still loading assets. Took a couple tried but I was able to get the 'disable all' button to work in the content manager eventually, so no mods are being loaded and no assets are enabled. There's a few map themes in there, and that should be pretty much all that's being loaded. I believe I have all main DLCs (will have to double check, but I believe I've got them all except for the radio stations). My system isn't brand new, but it's not exactly slow, either: i7-4790K, 32GB DDR3 (forget the speed), GTX1080. Looking at the log, it looks like it's running out of RAM at some point 32GB RAM usually ~70% and 64GB page file ~95-100%. I use this rig for work (complex 3D CAD, Photoshop/Illustrator and 3D rendering) and it does the job; though recently Adobe CC has been a right PITA; I'm starting to think my RAM might be on its way out, but it's still functioning fine everywhere else. I can't figure it out, though; why would it be using so much RAM if no mods or assets are enabled? I only have about 1800 things subbed in the workshop, too, and they're pretty much all disabled in game. Any ideas?
  10. Yea those details aren't too concerning for me; I'm used to that kind of thing. Where I really stumble is in trying to paint the highlights and shades of the main surfaces. Since what I'm going to be working on is fictional in nature and I'll be somewhat designing as I go I'll probably wind up having to model higher poly to really nail down the designs anyways. Those higher poly models will really only contain the main surfaces, too, so I think that workflow will wind up being almost perfect for this application, since I can bake the high-poly partial detail model down to the low poly model for the highlights and shades, and then paint/paste/etc the details from there.
  11. I was hoping you weren't going to say that LOL I'm useless at hand-drawing that kind of shading. I might try to go with a mixture of high poly surfaces baked down onto the low poly model and hand-drawing other details (door handles, badges, etc) and seeing if that is a good compromise between quality and speed, unless someone else has some ideas
  12. Hey guys, I've been in and out of C:S a lot over the years and I have a lot to get caught up on with the current state of things re: mods and the like. I've been relearning poly modeling again lately and would like to work on a few things to keep practicing. I have a few ideas of things I want to do, but I was wondering if there's any gaps in available content that people would like to see filled? I'm talking things like not enough commercial growables at 'X' plot size, or not enough modern styled buildings for 'X' type, or 'not enough gas stations' or anything like that? Not looking to take on huge projects but if there's some content gaps I can have a look at a few things. No promises, as always, but some targets for practice would be nice Currently I'm planning on a few cars of various fictional brands to fit into the C:S city streets, along with some racing-related content to go with Ronyx's beautiful race track assets, and I have some ideas for a unique city hall sort of building.
  13. Anything specific people would like to see for monuments? Do tollbooths work in C:S or are they just decoration?
  14. Network Skins 2

    Ah ok, so NS2 being enabled prevents PRT from laying the parallel road. Got it. Thanks
  15. Network Skins 2

    I don't really know what all that means (coding is as foreign to me as Mariana's Trench); what is the nature of the conflict, in practical terms? Does one of them have to be disabled for the game to work properly? Do they just throw empty errors with no real damage? Can the PRT still be used, and then use NS2 to change the appearance of the road afterward?
  16. Network Skins 2

    Saw this up on Steam yesterday, thanks for the all the hard work! I see it's incompatible with Parallel Road Tool; do they conflict if both installed and enabled or is it just that you can't use both tools at the same time when making a new road or something?
  17. I really love those rail tunnels around the marina area and the half-covered sunken station. Gorgeous!
  18. Agreed; I've seen a handful of really nice houses but not a whole lot of larger buildings. I think the first thing I tackle will either be revisiting the W2W building I had started a couple years ago on my first foray into C:S modding (starting over completely), or doing a small collection of modern townhomes. My old large light pylons were also hotly requested in a smaller size, so I'll try to get those done, too.
  19. I think I'll just take the plunge into 2.8 now before I get any more familiar with the old UI. No point in re-learning when I can learn it for the first time instead
  20. On something with flat surfaces and hard edges it doesn't matter, generally. Something with curves you'll want smooth shading. In Blender with smooth shading you'll have to split edges anywhere you have a hard edge otherwise you get a weird shading along those edges unless you go nuts with extraneous edge loops, because Blender doesn't use smoothing groups like 3DS does.
  21. Thanks, mate! Yea, I need to get a city up and running again and figure out what sort of stuff I need, for sure. I also need to look into the Industries DLC, and Parklife, as I definitely haven't played since they were released. Possibly not even since Snowfall... In the beginning I'll be working on simpler assets to get to grips with things again, and figure out how to set up an asset for RICO as well. Are there any more up to date tutorials/tips for some of the newer content types?
  22. Network Skins 2

    This is brilliant! Looking forward to this one very much Will this include the ability to specify a different road texture (like cobblestones)? Will it work with Quays?
  23. Idle question more than anything; it looks like the animation starts playing when the building is built. What about when loading from a save? Would two of the same building start playing the animation at the same time and wind up being synced up? Taking Ronyx's example from above, the two animations are the same but they are not in sync because of the time they were placed. If that city was loaded from the menu would those two animations be playing in sync? I could see occasions where one would prefer that the animations are not synced up. If they did start playing together when a city is loaded, would it be difficult to force animations to begin at a random frame to prevent that? Minor detail, but just a thought I had.
  24. OO, very cool stuff! If anyone is short on ideas, one of those louvered billboards that rotates between ~3 different images would be pretty nifty. Or a kinetic art installation. Or a wacky flailing arm inflatable tube man.
  25. Ronyx

    Excited for all the race track stuff you're working on
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