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40 Rising StarAbout Dexter
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Not sure which exact mod does it, but pressing Ctrl+A (which enables anarchy) lets me upgrade networks to the same network already.
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Correct custom road texturing?
Dexter replied to Feare's topic in Cities: Skylines Modding - Open Discussion
I have played about with creating networks and came across similar issues. Elevated models in particular seem to lose their UV maps, and it seems mad that we are creating new networks and loading them into memory rather than just replacing textures of existing networks. Roads United in theory is much more elegant when it comes to country-specific texture replacements, but unfortunately it seems to have many issues, such as some textures not being overridden (alphas in particular), textures not always applying on load and the inability to customise third-party networks. -
SamsamTS mods. New mod: Find It!
Dexter replied to SamsamTS's topic in Cities: Skylines Modding - Open Discussion
I use the game in 1440p and have never experienced the issue described above with the UI. -
BadPeanut: Road Modding [WIP] first look for a new bridge (SHB)
Dexter replied to Bad Peanut's topic in Cities: Skylines Modding - Open Discussion
I was afraid that would be the case, it's a shame nodes are so rigid as it would be nice to be able to have "through nodes" for transitions and half-junctions, but we just have to make do with props and decals for now. You've done a brilliant job of creating these roads and I hope you continue to, a lot of people (especially on Steam) seem to keep demanding you make "x type of road with x lanes", so it must be difficult trying to decide which ones to make, but at the end of the day you are the one doing the work so it's down to whatever you feel is a priority. -
BadPeanut: Road Modding [WIP] first look for a new bridge (SHB)
Dexter replied to Bad Peanut's topic in Cities: Skylines Modding - Open Discussion
It would be nice to have a version of the vanilla 4 lane avenue that connects seamlessly with these to create turning lanes without using props, I don't know if that's possible though. -
Network Extensions Project
Dexter replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
Going forward it'd probably make more sense to just release the existing and new roads as separate workshop items using the new native support. As far as I'm aware, the 1 tile roads still aren't supported by the native support, so this mod is still required for those.- 813 Replies
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How to make 3D Road models / meshes?
Dexter replied to alborzka's topic in Cities: Skylines Modding - Open Discussion
It looks very exciting and opens the door to many possibilities - the main issue is there doesn't seem to be a way to modify textures in the editor. I have played around with exporting the vanilla road models and textures and models using modtools to use a a base, but even using them as they are doesn't seem to work, as the texture is applied to the backfaces instead of the front and then there's the apr maps to deal with. There is also the issue of the bus stop segments and overpasses that go with each road also needing their own model, so it's no easy task.- 13 Replies
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Network Skins (Coming 2016)
Dexter replied to boformer's topic in Cities: Skylines Modding - Open Discussion
Great work on this! One thing I've noticed is that when using the "Roads United" mod, the textures from that override the ones from this, so in order to make this compatible with any texture replacer mods there needs to be a way to force Network Skins to load after anything else that touchs network textures. Also, how does it cope with custom networks? I tried overiding the "Two-Lane Alley" from Network Extentions texture but it didn't show up. -
Just a quick update - this mod is still in development. The author has stated that he intends to release at some point tomorrow (it was supposed to be last Friday, and then tonight, so I don't know if it will actually be wrapped up tomorrow, but hopefully it should be stable enough for release).
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So, a guy on Reddit is working on a new mod, and I don't think it's getting enough attention. Here's a link to the latest update thread. It hasn't been released yet, but he said it should be ready in 1-2 weeks. Epic .
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There are a few road-based mods being developed, so dispite what they said road modding (at least in some forms) is possible. A few that I'm keeping my eyes on are Lane Changer, Toggle Traffic Lights, Traffic++, and Traffic Manager (unreleased). As expected, there's a lot of bugs and conflicts at this early stage.
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Version 1.0
40,053 Downloads
(DEX) RHW 5.0 Euro Textures INTERIM *NOTE* Due to a few difficulties with uploading, I have had to split the download into two files. Simply unzip both folders into your plugins folder (put YES to overwrite folder). This texture mod simply changes the default RHW 5.0 texture set by replacing the inner yellow line with a white one, as is commonly found in Europe, as well as replacing any North Americian road textures that the network intersects with with Euro compatable equlivents. It (hopefully) modifys all RHW textures that contain the yellow lines. As the SFBT EURO roads mod has not yet been updated for NAM 30, a patch file is also included that replaces the North Americian textures on the NAM 30 Road and Avenue viaducts with Euro compatable versions. ***IMPORTANT NOTE*** These textures are by no means perfected, as they are only really intended as a temporary stop gap measure until mrtnrln releases his EURO texture mods. As a result of this, you may find some textures to suffer minor colour match or alignment issues. I am releasing this mod "as is", and as such these issues probably won't get fixed unless they are major (like missing/borked textures for instance). ♦ Installation Instructions: Simply unzip and merge both "zzz_EURORHW_INTERIM" folders (ensuring "zzz" prefix is kept) into your "Documents/SimCity 4/Plugins" to install, ensuring that it loads after any other RHW texture mods. ♦ Dependencies: Rural Highway Mod (RHW)*: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=853 SFBT Euro Road Textures Mod: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1302/ *Network Addon Mod also required for RHW to function. Thanks for downloading, hope you enjoy! -
- 37 Comments
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Version 1.0
8,384 Downloads
DEX ESSO Service Station LHD & RHD versions included ESSO is one of the biggest brands of fuel stations in the UK, and are found in many locations including cities and rural areas. This particular version is designed to be used with the RHW network, and linked up with FA-MIS ramps to simulate a setup commonly found on busy arterial roads in the UK and Ireland. A mirrored version of this (includes both mirrored textures & model) is included so that RHD players can use it. Seperate IDs have been used for both sets of textures, so If you wish to create "in the median" style service stations, you can have both the LHD & RHD sets installed simultaneously. ♦ Stats: Plop Cost: §150 Monthly Cost: §0 (privately operated) Lot Size: 5x3 You will find it in the Landmarks menu. This lot is for eye candy only, and is NOT transit-enabled. In order for it to look decent, it is strongly recommended that you plop FA-MIS pieces either side of the lot. ♦ Installation Instructions: Simply place the "DEXlots" folder in your "Documents/SimCity 4/Plugins" to install. ***NOTE*** Most users will want to delete either the LHD or RHD version depending on their game, so after installing, navigate to DEXlots/ESSO Service Station/ and delete the unwanted folder. Ensure you do not delete the shared props folder as these are used by both versions. ♦ Dependencies: Real Highway Mod (RHW) - NAM Feature - Version 5.0 (or higher): (https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=851) VIP Car Pack MMP: (https://www.simtropolis.com/forum/files/file/26808-vip-carpackmmp/) Thanks for downloading, hope you enjoy!- 37 Comments
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