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Everything posted by pxljce
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Avanya's buildings (Update 7/1: Cargo rail stations released)
pxljce replied to Avanya's topic in Cities: Skylines Modding - Open Discussion
You get such crisp textures for your buildings, especially those windows. This is a beautifull building and I prefer the darker grey/grungy looking roof clutter with maybe some clusters of repeating elements and some random? I tried looking up images of old brick factory roofs, not a lot of reference images out there, but most of them seem dark and gritty. Like this image.- 800 Replies
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- cities skylines
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Free 3D Software and Resources for your Modelling Needs
pxljce replied to Mr_Maison's topic in Cities: Skylines Modding - Open Discussion
And some more online texture libraries, because MOAR. http://www.sketchuptexture.com/p/textures.html -- Have to create an account and limited to 15/day, but some nice textures (especially in the Tadao Ando section, perfect for when I get around to creating some of his buildings for Cities Skylines) and all seamless. https://cloud.blender.org/p/textures/# -- This one comes with an add-on to be used directly in Blender (Haven't tried it myself because I use 3dsMax but might be interesting?) Oh and just discovered this one: https://www.arroway-textures.ch/en/textures "low res" versions are free to download and includes custom made bump/spec for all textures. Tasty. -
Revolutionary Loading Screen Mod
pxljce replied to boformer's topic in Cities: Skylines Modding - Open Discussion
Hey Matthias, I found this guide on steam very usefull for finding/posting the output log. -
Help Needed! Growable Spawn Algorithm
pxljce replied to boformer's topic in Cities: Skylines Modding - Open Discussion
Giant tablet envy. I'm mouse-bound and anything in illustrator = happy. Hmmmm maybe I should make some more. -
Help Needed! Growable Spawn Algorithm
pxljce replied to boformer's topic in Cities: Skylines Modding - Open Discussion
Yup. When it comes to this project I'd say this also seems like something I can actually help with. I'll print out a few and get drawing/scanning. Uh no. Illustrator. Here's a few for starters and a template that will make doing it digitally easier? -
Sub Buildings Enabler: The better "Larger Footprints"
pxljce replied to boformer's topic in Cities: Skylines Modding - Open Discussion
Thanks @boformer that helped. I seem to have come across a problem editing SBE assets. I created a test asset + sub building using your guide and it all worked out. Then I went back to the saved files and wanted to modify props etc for further testing. Started off with the main asset (pxljceAstronomyParkMain.crp). Placed a few props and tried to save and got an error. Here's the log. Thought it maybe has something to do with RICO/SBE so removed xml files for SBE and RICO and tried again. Still the error. It seems to mention something about prop probability changer in the error log, even though I hadn't used it yet on this assets. Was planning on doing so though. As an aside would it work with sub-building enabler on the main and sub buildings? -
Sub Buildings Enabler: The better "Larger Footprints"
pxljce replied to boformer's topic in Cities: Skylines Modding - Open Discussion
@boformer Quick question from your help doc. "Select the model of your sub-building and import the asset. I recommend you to change the ItemClass and the UICategory of your sub-buildings with the asset editor mods released by Snow_Cat." Does this mean change it so that it is the same as the main building? I followed all the steps and it worked out great (especially the tip about saving and reloading, saved lots of time adjusting the position of things), but skipped that one. Just want to make sure I'm not messing anything up without being aware of it. -
TL;DR I created my first building for Cities Skylines (Actually it's my first building ever for anything ever, did I mention ever? So be gentle m'kay ...) and have problems, would love to have some feedback. Problem 1: If you look at the model you'll see that the roof is divided into four panels (in my madness I thought it gets viewed a lot and should be high quality and the only way I could fit it on the maps was to chop it into four and overlay them on the UV). The pics don't show it for some reason, but when you zoom out along the three edges it shows white lines. This is only at mid to far zoom distance(before it goes into LOD model, which I still have to create) and at certain angles close up. Now my attempt at fixing it was checking the normals in 3dsmax to see if they went screwy (they seem fine), extending the diffuse texture further along the left and right side of each panel and doing the same with the normal map. Nope, still not working. I might have to redo the mapping to accomodate any suggestion for changes anyways at which point I'll just make the roof one panel which will solve the problem. But I might want to have texture set up like this in the futurre and would love to know why it's not working. Problem 2: My normals went bat$%&^! (bit of an exaggeration, but some of them where weirdly angled instead of straight on) when I collapsed my model in 3dsmax. So I had to manually go in an adjust a bunch of them. My process was as follows: Created one half using basic box and extrude/inset etc modifiers and mirror/cloned it to the other side. When done I made the clone unique and bridged the two halves. Crazy bridging meant I had to reset something (can't remember what exactly, but the internet said so and it worked). Tried bridging it again and success. Made sure that all faces were assigned smoothing groups and all touching faces where not in the same smoothing group for sharp angles all round. The end, I think. I'm happy to attach my model if anyone is brave enough to want to look at it. I would love to know what I did here that made that happen so I can avoid it in future. Need some feedback: Of course any feedback is welcome, but areas I'm not sure about/need advice on is the following; Is the ledge above the front door/ under the windows too thin? It looks like it should be thicker, but I've been staring at this thing so long I don't know anymore ... Should the front roller door be wider; it's the same width as the back one, but it feels like it should be wider still. Also should they be inset a bit more? Should the rim around the roof be a bit thicker? Again it looks a bit skinny. Is it just me or is the entire building a bit boring? It's supposed to be part of a modern medium RICO industrial park with metal fencing around and industrial parks are not the most exciting looking thing ever, but currently ... idk it lacks something. Chevron thingy over the bigger roller door? Keep it? Ditch it? I used the cim model to try and judge scale for the building, but is 6.3m sloping up to 7.3m a goodly height for a small double story industrial building? The front glass door doesn't work for me, should I replace it with a door similar to the one at the back of the building but without the vent at the top and a different texture. I'll be using variable props mod for dumpsters/pallets/etc. out back and planters in the front. Also will be using roof ducts etc. from Avanya's collection of rooftop props or mix and match with Shroomblazes ones. One thing I'm missing is a spotlight over the roller doors like this one (There's a standard one in-game but it looks odd): Is 736 tris acceptable for a building this size? (It's just short of 4 squares wide and a bit more than one deep) Should I have left out the insets for the windows etc. etc.and just used a normal map for it instead? Oh and the texture maps are 1024x1024 and I think the lod would work with 512x512. Too much? Too little? Too soon? I'll be creating my lod model without the insets anywhere (so basically just a box with one edge raised slightly higher) or the ledge over the front door and using a normal map to give depth. Would that work ok? Lighting ... I followed this awesome detailed lighting tutorial by Cool_Z and it works great (I still need to do some work on my illumination map, but in principle it works). But here's the thing and I don't know if it's just me. Why are industrial assets lit up like xmas trees? I'd like my industrial buildings a bit more shy, retiring and a little bit less Elton John. In my mind most industrial buildings (with the rare exception) would be unnocupied and therefore unlit at night. What I'd like to do is just have lighting around the industrial park like the bollards in front of the building from this Modern Lighting Pack and maybe the bottom row of windows lit. Maybe. Thoughts? Ideas? And finally the specular on the back windows is funky, I know from this tutorial by Cool_Z that I can somehow fix it with alphas, but would there be any other way to resolve this? And breathe.
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Thanks @Avanya I have the Improved Asset Panel mod installed, but completely forgot that you can do that. Low screen resolution on my laptop = super tiny crammed little icons. So I selected props and some mods I'll need and SUCCESS. I'm using your small shed at the back of the building and some of your roof vents for starters. The growable will use Prop Probability Changer to cycle between your sml/med/lrg chimney/vent and full/empty skip. Hmmmm maybe also an on/off for the shed at the back. Awesome recycling drop off center btw. Downloaded it and can't wait to use it in-game.
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Thanks @Avanya & @Judazzz I'm still busy trying to get the alpha mask on the front windows to work correctly (but I might just give up on that one and leave it as is) and messing around with reducing the diffuse to 512x512 without it looking smooshy when you zoom in. Yeah I just kinda think of the lod as a icon representing the building in game and that makes it all better. Also working on making a small industrial park with the building using boformer's sub-building enabler and then to make it into a RICO industrial building. After I've got that done I can try and figure out how to get the asset editor to work so that I can decorate it with custom props. Currently it crashes with all assets/mods enabled so I'll probably have to go through and deselect everything and then just select the custom props/mods I need to decorate the growable and RICO industrial park. And then publish both on the workshop. This is roughly how the industrial park(18x8) will look (quick mockup in Photoshop to see building layout): I'll probably do a fenced version and unfenced for people that that want to place them side by side and use the essential MOAR beautification to fence the bigger combined park.
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Ok so after some minor things (so minor I can't even remember why I did them) and re-doing the UV and doing the lod and fitting it all into 128x128 without weeping ... much ... I have a soon to be growable level 1 or 2 industrial building. If I can get the asset editor to play nice (it's not a happy camper when I go in with all my mods/assets enabled to place the props I actually want). Stats so far: MAIN Tris: 728; Textures(d,n,i,s,a): 1024x1024 LOD Tris: 20; Textures(d,i,s): 128x128 I tried to reduce the main diffuse from 1024x1024 to 512x512 but nope, it looked terrible. So I compromised and looked for a way of reducing the file size as much as possible. At least I remember reading it's the file size that makes larger textures slow the game down ultimately. Some initial discoveries. Saving directly to png from Photoshop gives huge file sizes. Instead using Save for Web and Devices you end up with a png half the size on average as saving to png. There's a minor difference in quality, but for half the file size ... I'm still messing around but I'm currently sitting at just on 533kb for ALL textures combined (main+lod). Now I haven't investigated other buildings, but I'm pretty sure that's a pretty reasonable size? Yes? Yes! Either way on to some pictures: From asset editor (The lovely yellow green colour of the walls is because there's not daylight classic, no LUT, no nuffink) and the blinds on the front window ... alphas meh >>> And some from in-game: And lastly LOD: Now it's on to sub-building enabler, RICO and a nice medium industrial park all packed full of this building. Back to back; side to side, all huddled together in some nice industrial smog.
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@Matthias King Thank you. Yup he's given some great feedback and makes even better assets for Cities Skylines. Something like the pic below? That's the South African version (tagline: get spaced ... ). Maybe it would be better to do the storage units individually as one building and RICO them and then a main admin/security building? Sounds like a possible next building(s) after this one is done... @boformer Yup I should fit in way below 100 for the LOD (I hope) and will test 128x128 and 64x64 to see which one works best. Yeah, I was thinking something's not right with those garage doors. I'll move them in a bit and widen the front one a bit. And probably as a result widen the entire building a bit too. For the concrete I was thinking maybe something like this: or Either of them would bring in a bit more of the grungy look that Avanya suggested. If I use the second one I might only do that as the bottom half and do the top half painted maybe ...
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Hey, thanks for the welcome and the great feedback. I'll upload some larger detail pics and updates made to the textures/geometry (when those happen). After resizing the maps to 512x512 I can't see a noticeable quality change(when zoomed out) and the file size is way smaller so I'll definitely go with that. It's the same as with the speculars, you just spend so much time zoomed in that everything looks worse than it actually is. Especially as I'm new to this and don't really have a good point of reference yet. I'll test out the lod/ledge thing as you said and see if it's needed or not, once I'm done tweaking the building and adding some grunge. Maybe use colour variations to make it more/less grungy in the growable version, like on your awesome gas tanks. With the lighting I'll probably keep it as is, with just the bottom row of lights on; or maybe just one set of windows with a high chance of being lit and the other with a low chance, but definitely not all of them or the back ones. Oh and the chevron stays then!
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Updating other people's assets... what do you think ?
pxljce replied to Cool_Z's topic in Cities: Skylines Modding - Open Discussion
True. It would be much easier if all uploaded assets had to have a clear usage policy or some such chosen by the creator. Then fixing/changing and uploading would be more straightforward. -
Updating other people's assets... what do you think ?
pxljce replied to Cool_Z's topic in Cities: Skylines Modding - Open Discussion
Yup, that seems to be the right way to go. The question is what happens in this situation? The author has expressed the wish that the asset be taken down in the comments. I think it should come down (whether the reasoning for it makes sense or not), but the current official stance seems to say credit and link is enough. Yeah that does suck, but most people can see it for what it is... -
Updating other people's assets... what do you think ?
pxljce replied to Cool_Z's topic in Cities: Skylines Modding - Open Discussion
To the original question. I think that this stickied post under steam workshop discussions probably gives a good overview of where things stand in terms of updating/changing and re-uploading assets. I'd pretty much agree with it, with one exception. If the original creator is clearly still active and has, for whatever reason, stated that she is not in favor of her work being changed and re-uploaded that wish should be respected. The current wording does not seem to cover that possibility: -
@Natee These might also come in handy if you like custom building airports: Nice fat runway that fits in with the link CahosRahneVeloza gave for the RMIP2 Small Airport edition goodies: www.bripizza.net/sc4/201311RW4x/201311RW4x.html Also all of these from the awesome Xannepan if you want to remove the ball-ache from custom airports (could be made to work with RMIP2 Small Airport edition runways/taxiways etc): more runways (they work together as a set): sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3042 sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3043 sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3044 taxiways: sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3045 terminals: sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3038 sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3008 sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3039 airport extras: sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3041 sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3013 sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3011 Add the functional airports (this one is a bit more dated and full but needed for some of the stuff I mentioned above if I remember correctly): sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3040 Did I mention I like airports?
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- simcity 4
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El Paso International Airport IATA: ELP ICAO: KELP El Paso, Texas
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- irm i-d mod filler
- lot
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