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Everything posted by xannepan
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Does any one know why my building texture gets illuminated at some point during the night cycle. I am fairly sure I have had this problem before. Just forgot about the solution. I am also sure my illumination map is correct with window colors in the 128-255 range and 192 for neutral/non illuminated parts
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Asset illumination glitch
xannepan replied to xannepan's topic in Cities: Skylines Modding - Open Discussion
Never mind. I solved it. Saved the illumination map as indexed and that did it :-) -
Is there a way to upgrade quays?
xannepan replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
I found out that building a canal closely to the quay and road (you'll need move it) also "resolves" the terrain protruding. But it does remain a hassle. I like the idea of the elevated road with simple road mesh. Might try that out myself. If I do I'll let you know :-) -
Is there a way to upgrade quays?
xannepan replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
@AmiPolizeiFunk: how did you get the road on top of the quay? I tried to use move it, but the the terrain raises at the water side of the quay... -
Road editor - shadow issue on segment model
xannepan posted a topic in Cities: Skylines Modding - Open Discussion
Hi I am creating castle walls in the road editor. I have this annoying shadow issue on my segment model (see picture). I have already checked out the normals and they are fine. Also I have confirmed I have no flipped uvw faces. Strange thing is that the shadow issue seems dependent on the rotation of the model. Would really appreciate if someone can help me figuring this out. (I also included the model, the diffuse and normal maps.) model.rar- 9 Replies
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- road editor
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Road editor - shadow issue on segment model
xannepan replied to xannepan's topic in Cities: Skylines Modding - Open Discussion
Tested and confirmed it is working now!!! Thank you so much!!!!- 9 Replies
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Road editor - shadow issue on segment model
xannepan replied to xannepan's topic in Cities: Skylines Modding - Open Discussion
Thanks for having a look at it Avanya. The model file is attached here (wasn't aware I only included the LOD initially :-P). I'll give it a go with your normal map. The ones I used so far are textures I extracted from the game. I want to make matching assets with the castle ruins included in the game. BUt perhaps modtools messes up normal map textures on export. I'll let you know if it works out with the normal map. XAVE_FORT_NW_Wall_1.rar- 9 Replies
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- road editor
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Road editor - shadow issue on segment model
xannepan replied to xannepan's topic in Cities: Skylines Modding - Open Discussion
Thanks Avanya. That fixed the model flipping! Now if I just could find a solution for the shadows. Just found out I have the same issues on ALL my assets. Not only in the road editor. So it must be something in the model... but still have no clue what is wrong :-(- 9 Replies
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Road editor - shadow issue on segment model
xannepan replied to xannepan's topic in Cities: Skylines Modding - Open Discussion
By the way: another issue is that segments seem to flip once the walls are placed. Since the walls have battlements only at the outside wall I want to prevent this from happening. So far I haven't figured out how. Strange thing is that in the preview (before plopping the wall) this doesn't seem to happen.- 9 Replies
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Simtropolis plays Cities: Skylines!
xannepan replied to Haljackey's topic in Cities: Skylines General Discussion
JENX/xannepan --> XAVE- 50 Replies
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- cities skylines
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Simtropolis Q&A about Cities: Skylines with Paradox Interactive
xannepan replied to Dirktator's topic in Cities: Skylines General Discussion
Count me in for creating custom content! This game looks fantastic.- 91 Replies
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Cities: Skyline is out to satisfy where SimCity couldn't
xannepan commented on Dirktator's article in News
On the forums they have stated several times that 36 km^2 is not the absolute maximum of the map size. You can go larger... but in that case it is up to you and the specs of your PC. -
Cities: Skyline; A new City Simulator Announced By Paradox
xannepan commented on pcwhiz24's article in News
I am really looking forward to this game. CIM-2 is a fantastic game. -
Version 1.0
1,472 Downloads
The Grands Moulins de Paris is a former industrial mill in Paris, today rehabilitated and in use as university library buildings. CONTENTS The moulins are provided as a growable residential lot and as a library. INSTALLATION Unzip this file in your plugins folder or (preferably) a subfolder. NOTE: The sidewalk textures in the picture are from my JENXPARIS_HD_Sidewalk_MOD which is not yet released. The river banks visible in the pictures are a new version of the quais de seine (retextured and expansion pack) which is not yet released either. DEPENDENCIES Grfe Ashes https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2854 JENXPARIS_Quais_de_Seine revisited https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3051 BSC MEGA Props_JBSimio_Vol03.dat https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1891 BSCBATPropsMattb325_Vol02.dat https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2383 BSC_Park_PeoplePropFamily.dat https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1771 PEG-CDKM Marina /files/file/18747-peg-cdkm-marina/ JENXPARIS_Arc_de_Triomphe https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3117 JENXPARIS_Prop_Pack_Vol02.dat https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1612 JENXPARIS_Hotel_de_Ville https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2775 PorkieProps-Vol2 https://community.simtropolis.com/files/file/11420-porkie-props-vol2-seasonal-street-trees/ -
Version 1.0
3,290 Downloads
CONTENTS This package contains a the Arc de Triomphe. It is available as a landmark in the landmark menu. NOTES There are two lots, one transit enabled with a roundabout, and a normal lot. The transit enabled lot is functional (but the wide lanes are only eye candy). Plop the lot, connect the avenues. Traffic will be enabled after you save, exit and reload your city. INSTALLATION Unzip the files in your plugins folder or a subfolder of your choice. DEPENDENCIES Giraffe Ashes: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2854 Porkie props Vol 1. https://community.simtropolis.com/files/file/11421-porkie-props-vol1-european-street-accessories/ USL (optional); https://community.simtropolis.com/files/file/25925-uniform-street-lighting-mod/ JENXPARIS Prop Pack Vol 2. https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1612 -
Version 1.0
9,760 Downloads
FINALLY!!! After 32 rendering attempts, I finally got this right. You won't believe how many problems I have with BAT lately. Anyway, here's the second paris corner building. Given the time I spend trying to get this right in BAT I placed it on a simple lot and it's still a landmark. -
Great! I am honoured, and really looking forward to this. For my Paris buildings I never could get good results with bat4max5 (mainly because I never succeeded in getting the same texture coloring/brightness/contrast that I get in chris' bat4max). So i am keeping an eye on what you van achieve here
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State of SimCity: Offline Being Discussed; Bigger Maps Not Coming
xannepan commented on SilentMage's article in News
I did not buy the game yet, but I have been keeping a close eye on Oppie who created the first custom content (building). I have been waiting to make a decision to buy the game and start creating custom content myself. Now I know there will be no bigger maps my decision is final: i will not invest in learning how to mod or create custom content. Really a shame. -
A new version of JUPITER is uploaded to the lex. This version contais the following bug fixes: -Fixed the bug that caused violent lightning at higher altitude maps. -Partial solution for nights that became too dark during rain/snowstorms. If this happens lightning can be reset by toggling between day and back to night mode again. In this case unfortunately it is necessary that the weather lot has power. -Minor tuning of the climate. -Tornados are now optional. -Removed all red circular markers that were left in for testing purposes -Now <10% of all lightning strikes are destructive (applies to destructive version only). -Minor bug fixes.
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Question: Automata generators, planes on taxiways
xannepan posted a topic in SC4 Modding - Open Discussion
I also posted this @sc4devotion forum, but in order to get some more attention I decided also to post here. I am working on a generator for planes on taxiways. The idea for now is to use roads/streets as taxiway network. As long as the taxiway road stays isolated from any other lots/buildings I assume no other traffic will appear on them. Based on other generator examples (the eurotraffic generator and the ingame ambulance lua script) I have created a LUA script, a plane automata and a generator lot (see attachement). Unfortunately, there is a bug somewhere... If I use it in the game, no planes are generated, and I have noticed all other generators (e.g. eurotraffic) stop working. There may be a problem with the script, but perhaps also in the use of occupantgroup IDs. At this moment I don't have a clue... Please help Here is the script (also attached) --#-package:e8f83fb6# -- package signature -- dofile("_templates.lua") dofile("vehicles.lua") dofile("pedestrians.lua") automata_group.plane_taxiway = --TTT { _parent = automata_group.vehicle, group_id = "0x8A00", source_building = "0x8000", } -- create a generator that creates ambulance trucks at the edge of the lot. generator.plane_taxiway_generator = { automata = { "plane_taxiway" }, -- create ambulance trucks count = 29, rate = 29, -- ...X times per... rate_scale = RateScale.PER_HOUR, -- ...game minute max_count= 99, radius = { 2,14 }, follow_roads = true, behavior = { -- behavior is always expressed as a table of tables, since there can be more than 1 { state = BehaviorState.DEFAULT, timeout = 9999, final=true; }, }, follow_road = true, destroy_automata = false, } --------------------------------------------------------------------------------------- -- Finally, create a "school" occupant group with attached attractor & generator occupant_group.plane_taxiway_maker = ---- this is the building group name { group_id = "0x8000", -- this should be a GUID defined in ingred.ini's "occupant groups" value map - building group number controllers = { "plane_taxiway_generator", -- DO NOT change this string without also changing cSC4Vehicle.cpp! }, } -- keep this as the last line and uncomment it to check your work --~ verify_all_templates() -
Thanks everyone for this great award! I am trully honoured! I hope one day effect dir modding will be taken up by more members of this great community. There is so much yet to be discovered and so many possibilities this will open up. -Alex
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