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tony56a1

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Everything posted by tony56a1

  1. If anyone's interested( probably not lol, since Modtools does all of this in-game anyways), I've built a small prototype CRP unpacker, so you can extract things like meshes, textures, and some metadata out of the CRP file without having to open the game. Unfortunately, since I can't import any of the Unity libraries, whoever builds the next version should probably move this over to a unity app instead of the current solution( plain old .NET app ). In order to use this, you'll need .NET framework 4.5, and to copy Assembly-CSharp.dll, ColossalManaged.dll, ICities.dll, and UnityEngine.dll into the app folder. Once you've done that, just drag the .crp file into CrpParser.exe, and it should output a folder containing: Steam Preview images( if any )(.png files) Object Meshes(.obj files) Textures(.dds files) LOD meshes/textures( if any ) some object metadata( asset name, steamid of the author, etc )( .json files) Download link here: https://github.com/tony56a/crp-parser/releases/download/v1.0.3/CrpParser.zip Source link:https://github.com/tony56a/crp-parser Hopefully, we can get some interested people working on something for writing a standalone CRP/content packer, so we can get pack stuff like animated textures and the like.
  2. Seems like it's either a socket of some kind, or the server idea as you said.
  3. Movies on Billboards

    This can be accomplished with what @Ronyx69 is doing with their animated UV params mod I believe ( it basically configures something that the game is already using for its own animated assets ), shouldn't cost anything extra, performance-wise.
  4. NetManager.Get/SetSegmentName() is what you're looking for probably. Appears to be configurable per segment, so if someone wanted to recreate road namer or something, that level of granularity is available. Also, thanks for the idea! Expect to see it in Mark-a-Route at some point in the future...
  5. Hi all, Just wanted to share a mod that I released a few days back. Basically, it allows you to place props in your assets/in-game that doesn't count towards the global prop limits. I'd be really interested in getting some building asset makers to try it out( to get around the 64 prop limit ), and get some feedback/bug reports to help me try to improve the mod/fix bugs in the mod! To use this mod, basically hold shift when placing your prop, and it'll create a prop that doesn't count toward the global limit. For building makers, when you save the asset, you'll also get a PropUnlimiter.json file. That should be copied into the workshop asset folder, and buildings in-game should be recognized by the mod in-game.
  6. Ronyx

    Neat! Do you know if you need the ND DLC to get the shader, or is this available in the base game?
  7. Done, if anyone wanted to try it out ( can currently switch between vanilla, no sign, and a variety of currently supported signs ).
  8. So I've been trying out an alternative library for method patching, so multiple mods can detour/patch the same rendering method (which would solve the problem @Judazzz had with individual highway sign replacement for vanilla signage, and conflicts with mods like Network Skins) . It seems to work alright with the texture replacement technique that Mark-a-Route uses. Main remaining problem is going to be multiple mods doing the exact same thing ( The library author indicated that some of the use cases aren't going to be really possible ).
  9. Hey, has anyone tried this library out for C:S mods yet? Seems kind of interesting, since it seems to allow patching of existing methods, rather than detouring the entire method.
  10. Not necessarily, if you take a look at the documentation for the library, the new execution flow is: All prefix methods that are patched in, until one of the patches decides to end execution The original method, if one of the prefix methods didn't decide to end execution All postfix methods, regardless of whether or not execution of the prefix/original methods was altered. At the same time, you can also declare what ordering you'd like for the patches, so if you want to go first, you can just mark your own patch as a high priority patch/executes before a certain patch, and preempt other mod patches. I haven't tried that yet, but having just described that, I can see some issues with this arrangement ( for example, one mod overriding rendering with a prefix, and ending execution of the remaining patches from other mods by returning false. )
  11. Just tried it out to override the bulldozer tool on a mod I had. Seemed to work alright ( didn't notice any major performance slowdowns, original method was correctly pre-empted, etc ). Would be interesting to see if the patching priority thing with multiple conflicting mods working in real life though, since that's the biggest advantage I can see here vs detouring.
  12. Have you considered SerializableDataExtensionBase? This should negate the need to create a separate config file I believe.
  13. Finally put in support for @Bipin's awesome single gantry sign, check it out here:http://steamcommunity.com/sharedfiles/filedetails/?id=649674529
  14. It's a bit annoying though to hear everyone claim that CO is "modder friendly" simply because they didn't obfuscate the codebase. Considering their lack of engagement with the modding community, and the almost complete absence of documentation/support for the official API, it's hard to make any claim that CO really values the modding community IMO.
  15. @JudazzzAs far as I know, Prop/Building/Vehicle/WhateverInfo are used to define the look/behaviour of all entries of that type, when rendering, every instance of a prop will use the same propinfo reference (kind of why I went around the in-game rendering architecture when building Mark-a-Route ) . To define the texture individually, you'll probably have to detour the prop rendering methods, like what @boformer does with Network Skins.
  16. @LeeMeister57 Thanks so much for the suggestion! In this case, the textures are currently drawn over the original as-is, so I think I have to re-scale the image when loading it in the mod. I'll take a look at that in a bit.
  17. @LeeMeister57Looks amazing! I put up the link in the texture guide, thanks so much for sharing it with us! As for the bugs, I think I put in a fix for the deletion issue, hopefully it'll work for you!
  18. So I tried fleshing that texture replacement thing a bit more, and I can see why everyone was clamoring for it over the original method, definitely worth the extra effort! Now we just need that in-game painter UI...
  19. @Judazzz Do you mean embed fonts in the game? Yep, you can either load installed fonts via Font.CreateDynamicFontFromOSFont, or load them using assetbundles.
  20. @Judazzz: Yep! Main reason for the overlay was because it was easier to implement , and it makes certain experimentation ( alternate shaders, movie textures, etc ) a bit easier to handle as well, since you don't need to deal with the rest of the model's material. BTW, going back on the idea of drawing textures, I thought it might make it easier if the user only had to draw over the most relevant bits of the texture, rather then the whole thing, so I tried out "drawing a texture over another texture", seems to work alright, hope you'll be able to put it in American Roadsigns!
  21. @Judazzz oh sorry, meant the "create sign" feature. I Remembered that you said something about creating an in game UI to generate the textures to be selected( define specific areas to draw, and sprites / text to put over the area for customization) and I got really excited about the idea. Like I was saying, super looking forward to it!
  22. @Judazzz looking good! Any progress on the painter? Really looking forward to that! @LeeMeister57 Can't speak for everyone, but Mark-a-Route is on github, and I would love to get some PRs for any improvements!
  23. Movies on Billboards

    So been messing around with a couple of things with Billboard Animator: Been trying out some alternate shaders for the video displays for a more LED-like screen, does it look alright? Recently added support for configuration of videos on building assets/automatic placement of videos when plopping buildings. Would appreciate any feedback on that!
  24. Movies on Billboards

    @Celast this is just using the built in support for movie textures in Unity. If GIFs ( or preferably, something from this century like APNGs ) can be displayed via existing APIs, I'd be happy to give it a try. Otherwise, we're stuck with what we have atm ( this is also why OGV is the only supported format for videos BTW ).
  25. Movies on Billboards

    So I found some drive in theater assets, and got them working with the mod. Give it a try! https://gfycat.com/WealthyPowerfulHarpseal
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