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pauliaxz

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Everything posted by pauliaxz

  1. How beneficial is to replace decal props instead of just textures? For example Roads United mod (which was one of examples) changes textures. Changing textures works fine for me, while replacing them individually in ModTools, if I want to replace all using arrays, it fails. It is the problem of bad coding of mine. On the other hand, apart from the rookie coding I am modelling another vehicle. Mesh and smoothing is done, although I am not very satisfied with smoothing:
  2. At the moment I am making my first true mod. The mod's purpose is to change road arrow markings to custom ones. Since I have no experience in C# nor in UnityEngine (only a little in C and C++) it is quite difficult for me for such easy-looking mod. Spending some hours looking at examples, with trial and error I made it working by manually replacing arrow textures one by one in ModTools using @boformer's basic road texture replacing script example. With my knowledge I could write very uselessly long code with replacement commands for each arrow texture, but I wanted to optimize it and write it in arrays. The problem is that with my current code all arrows are changed to the last array element - ArrowR. Also I don't undertand at all how LoadingExtensionBase thing works and what it stands for. I would like to get help from some more experienced modders here. Link to code This is the latest result I get:
  3. Ronyx

    And what happens if a prop (it does support semi-transparency, right?) is just added as sub-mesh to a vehicle model? Without using that rotor shader at all?
  4. Ronyx

    Well, hopes are crushed . However, I still hope it is like that just for now. Maybe it will work in the future, maybe CO will officially make dedicated semi-transparency shaders.
  5. Ronyx

    Yeah, as @Epic Lurker says, any mesh element that touches ground will spin. While other mesh elements will stay still. @Ronyx69, Could you do one more test with basic shape model + transparent object with that shader? If it is possible to get it working, it would be possible to make realistic head/tail lights and even some basic interiors.
  6. Ronyx

    Is it possible to have semi-transparent parts in the vehicles/cars also? It would help with modern headlight designs. EDIT: Silly me, didn't read posts above. Don't mind this message
  7. And today is the release day! http://steamcommunity.com/sharedfiles/filedetails/?id=888928751
  8. Yes, that color is planned from the beginnings, don't worry
  9. Today did a lot of work. In about 7 hours of work did smoothing groups, did whole UV map, and made final diffuse texture. End result is below, soon to be released to Workshop, because the hardest work is done.
  10. Just finished making mesh of another car. Does anybody want to guess the model?
  11. Farming RICO?

    As @OcramsRzr said, that way is done by asset authors (including xml settings together with crp file). But also there is an option where you can set any asset to any RICO category you want (Add Local RICO settings in-game). Personally, I set some farming park assets to farming type RICO.
  12. And it is now released. Final triangle count is 4925. I wish to make it less, but in that case I would sacrifice the detail I love to include in my vehicles. http://steamcommunity.com/sharedfiles/filedetails/?id=880130727 What's next? Back to car modelling! Now 3 new cars are on the list (continuing my car modelling series - 90s; 2000s and 10s). Exact car models will be revealed later.
  13. It will be, from now on I upload prop versions also. Only the old creations are lacking it, which is meant to change soon.
  14. Yeah, blue tint is very noticeable. To avoid it either make completely black _c texture or, in the Material settings in-game, set it to white (or gray).
  15. Yes, it actually is blue color variant, but I wanted to know if it is intentional or not?
  16. Yes, judging from the screenshot, whole building has some kind of blue tint all over.
  17. why it has that blue overlay?
  18. I might be boring here, but I prefer real brands in-game. I strive for realism in my cities, there are more buildings plopped by me, than grown randomly in my cities. So real brands of various things is what I want in my cities.
  19. Is it possible to remove those cosmetic crosswalks when merging two different types of road? For example connecting the recent 2x3 or 2x4 avenues with vanilla 2x2 avenues creates crosswalks, which looks bad and unrealistic.
  20. Ronyx

    Do snow decals exist anywhere in the workshop? If not, would you try to do this? Something like there is dark dirt decals, but in snow case - should be white.
  21. Yes, it still better than nothing, but far from perfect. It will only look OK when trolleybus will ride at idle speed and at the same lane. But once it turns to the stop, or changes the lane it will look bad because trolley poles would be static. It would be a hard work for our modders to make them dynamic (actually rotating left and right would be enough) I made an example of a situation when trolleybus is driving on 3 lane street or on 2 lane street with bus (trolley) stop. (Both buses and trolleys should use same stops).
  22. Ronyx

    31 different decals? WOW, that's a lot! Your pics are so sharp and in HD. Looks like real. I wish I had high-end PC, to get this experience from CSL.
  23. I see there is one public transportation type missing (not in poll), and which I want to have in my cities - trolleybuses. IMO, it can be done modifying tram network, removing the tracks. But there comes the problem - trams ride in dedicated lane only, while trolleybuses can change lanes freely if and until trolley poles are connected to overhead wires. Here derives another problem for lane changing - if road models and trolleybus model are going to be static, there won't be permanent and fluent connection of trolley poles -> wires. So these should be animated and rotate according to movement of the vehicle. I would like to add, that there is a huge demand for this system from Russian community. From time to time I check CSL VKontakte page. A lot of people were a little disappointed that Mass Transit DLC is not going to feature trolleybuses. Trolleybuses can be found widely in the world, but are most popular in Eastern Europe and Russia.
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