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pauliaxz

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Everything posted by pauliaxz

  1. Welcome, Paul, I see you also migrated to CSL from CXL. Anyway, speaking about proper diffuse, it is enough to multiply whole texture with gray color with its value ranging from 128 to 160. And then desaturate to ~80 out of 100
  2. So basically the: current.name.Contains("mod folder name in AppData")) gets the local path?
  3. I looked at that earlier, but texture location there is "Steam\steamapps\common\Cities_Skylines\tt", the thing is I can't get it to load from "AppData\Local\Colossal Order\Cities_Skylines\Addons\Mods\mymodname" or from the workshop folder location
  4. Really helpful tutorials! Is a tutorial about loading custom textures or files and replacing game's files coming anytime soon?
  5. Does this also appear after you unwrapped all the polygons (as you said - broke down to small pieces)? I see you used Flatten Mapping unwrap option for all polys at once. You can also try to use Unfold Mapping (keep in mind that it doesn't work that well for round shaped multi-polygonal surface) you either need to select one row of polygons, or weld some sides manually. Also try to use Normal Mapping - it just unwraps every polygon you selected to a planar projection you choose (just to how you see the model from that side). Quick Peel works nice with Normal mapped UV seams. After you have transformed UV seams using flatten, unfold or normal mapping move seams onto each other if they are meant to have the same texture or are same size. Do this manually by hand or using Align, Arrange and grouping commands in the UV editor. You can also manually weld vertices of the UV seams in the UV editor In the UV Editor -> Tools -> Render UVW Template -> choose the texture size and then Render UV Template.
  6. It is possible using Building Themes mod or vanilla themes feature, I can't remember unfortunately. And so I don't know which of these two have that function, when you go to District Settings, you can choose which themes are allowed in that district, also you can choose which buildings should belong to that theme. In that way I disabled some vanilla buildings of International theme and European theme and they never spawn/grow.
  7. Ronyx

    This is really interesting, does this affect performance very much? If not, I would love to use it in my buildings. Also, will it work fine if it will be pushed out like 0.1 - 0.5 cm (won't there be any Z-fighting aka flickering?)
  8. I would also like to know how exactly Mod Loader works, specifically how to load files (textures, models) from mod's folder.
  9. It is configured per depot, but also it would be nice to have configured per line too
  10. Is there a street name database located somewhere, from where it gets these random names. I would like to change all of them to my anguage and also change "Street" or "st." to "g." ; "pr." ; "al."
  11. This is what I was talking about: Once timer comes to 0, new vehicle is allowed to spawn, but not all at once as in vanilla.
  12. Quite opposite as many of you wrote, my Asset Editor never crashed at all with -noWorkshop. Even though I use some mods in my local folder (like Daylight Classic, Modtools, FPS Camera, etc.)
  13. Once I switched from IPT to TLM, I missed vehicle spawn time interval function. Manually setting spawn time intervals is making less work for unbuncher, and it normalizes much more quickly. So would be nice to have such feature in your planned core mod or ITM as you say. Also another thing I want to ask, how number vehicles for different times of day work? Does it function the same as vanilla's daytime and nightime types - for example, once it changes from daytime to nightime, all buses just get unassigned and riding back to depots with all the passengers they were carrying. So does the same happen to TLM's feature of different number o vehicles for different times of day? Let's say once clock turns from 09:59 to 10:00 several buses gets unassigned and go directly to depot with its passengers or not? If yes, I unfortunately won't use this feature, CO made nice start with day and night transport, but as always not fully finished. IMO the vehicle should end its route to 100% and then go back to depot instead of immediately when time changes. Also if a vehicle is set to be unassigned after 100% of route, it shouldn't take passengers in the last stop.
  14. They fixed the bug when model is not shown in Asset Importer Window. Well they say so, haven't tried myself yet.
  15. A 4.9 km / 3 mile bus ride into downtown

    There is a separate Volvo trucks manufactory in the US, which is manufacturing those Volvo V-series trucks. They are manufactured only for NA market.
  16. This time I used 512 x 512 textures for 8 x 8 box, but there comes another problem, decal blurs too much at view angle close to ground comparing to vanilla arrows. With these problems every step, I am starting to think of going back to my first way - just changing MainTex and ACI textures, and dumping this decal thing.
  17. Thanks for explanation. I want to make this mod dependency-free. There are a lot of people who don't read instructions, and there are a lot more people who don't even open the mod in the Workshop to read the instructions and just click small green + in the corner. They would then come with their "broken mod" blames or even worse down-rating the mod. I think I will keep to 8 x 8 then, and use larger textures.
  18. Just recently tried again. Here is my 4 x 4 x 4 box: Here is my 256x256 texture: Asset Editor when prop is imported: ModTools script was ran, this time using this script by @boformer . Size was set to (4,2,4,0). In Asset editor it shows up correctly as 4 x 4 meter decal: But this is final result in game:
  19. As I understand Decal Prop Fix is not required for decals with less than 8x8 size. I used this script https://gist.github.com/boformer/da23c288bad6cb0db4444a443d1f1912 . also that height parameter (second in the brackets) in var size - (8,4,8,0 - 4 in this case) - means height from the ground or whole height of the box?
  20. After the car modelling, time to move on to my arrow replacing mod. Going boformer's suggested way - making new decals. I don't 100% full understand how decal mechanics work, tried several different sized cubes, but texture always the same - 256x256, no matter what cube size is (I correctly set it in ModTools script) 256x256 texture covers 8x8 meter area. I can't use 4x4 box with same 256x256 texture because it gets cropped to 128x128. So my arrow is comparatively small in the 256x256 as shown here: When zoomed in close, it is clearly seen that my arrow decals are in worse quality: And here is overall preview of all the arrows:
  21. Mercedes-Benz is released together with two taxi versions (Dutch and German) One thing that bothers me is this weird specular reflection effect. The car model has correctly set smoothing groups. But in-game it looks like smoothing does not work for speculars. Is it solvable somehow? Maybe it has something to do with 3ds Max fbx export settings, I have ticked only the Smoothing Groups option. Here it is how it looks (seen better on dark colored models):
  22. Next car is soon to come (might be the last this year... or maybe until mid-autumn)
  23. 11th car is released now - BMW E39 M5 http://steamcommunity.com/sharedfiles/filedetails/?id=902520394 Also, does anyone know a good camera mod working in Asset Editor? I want to be able to zoom to the ground, mainly for headlight source placement. This is what I managed to do at best with that limited vanilla zoom (I wanted to fill whole black circle):
  24. Ah, understood, will have to try that later.
  25. Touring version is not planned. Extra fact: this is BMW E39 M5 model, and in real life Touring variant was never mass-produced, only one car was made.
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