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Everything posted by pauliaxz
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pauliaxz's modding projects (Škoda Yeti [WiP])
pauliaxz replied to pauliaxz's topic in Cities: Skylines Modding - Open Discussion
Something that is scratching the sky is slowly coming to C:SL, early WiP pic of this 326 meter high structure:- 81 Replies
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(collaboration) Lets make an oil refinery! Anyone know anything about the petroleum industry?
pauliaxz replied to Badi_Dea's topic in Cities: Skylines Modding - Open Discussion
It would be nice to have these buildings made using RICO. I am sick of those vanilla industry zoned buildings. Generic industry is finally accepted by me to be built in my cities, thanks to Avanya and AlexBY models. Game is still missing proper other resources buildings. -
I want to modify decals of road arrows in my games so they would be same as in my country. I checked Roads United: Core+ mod and noticed that there are templates for arrow props, I got all the software to open .ai files and etc. What I ask is - can I modify road arrows (decals) and bus lane decals without using Roads United? Is there a way to get textures using ModTools and then making decal-only mod?
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Modify road arrows decals
pauliaxz replied to pauliaxz's topic in Cities: Skylines Modding - Open Discussion
In the end I decided to make a Roads United dependant mod. Few questions: How can I access vanilla road textures? What distance in game is used for 1024x road texture? 2 tiles (16 m) or 1 (8 m)? EDIT: Measured it in game, it is 20 meters for 1024x texture. -
pauliaxz's modding projects (Škoda Yeti [WiP])
pauliaxz replied to pauliaxz's topic in Cities: Skylines Modding - Open Discussion
Finally, Renault Megane II is released and available to public in Steam Workshop. Renault Megane II - Steam Workshop- 81 Replies
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pauliaxz's modding projects (Škoda Yeti [WiP])
pauliaxz replied to pauliaxz's topic in Cities: Skylines Modding - Open Discussion
So here is Stage 4 completed. Now other textures awaits.- 81 Replies
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pauliaxz's modding projects (Škoda Yeti [WiP])
pauliaxz replied to pauliaxz's topic in Cities: Skylines Modding - Open Discussion
This car is being shaped little by little. Today finished stage 1 out of whole car making process. In total 2160 triangles (won't change if I haven't made some mesh typos). Stages which I will mark green if finished: Stage 1 - Fully made mesh model. Stage 2 - Fully smoothed mesh model. Stage 3 - Fully UV mapped model. Stage 4 - Fully made diffuse texture (baked and edited) Stage 5 - Fully made other required textures Stage 6 - Fully made LOD Stage 7 - .crp file(s) created and tested in-game. Stage 8 - Uploaded to Steam Workshop for public use. And a screenshot of stage 1 (as you see model in first stage doesn't look that appealing :D)- 81 Replies
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Modifying asset breaks appearance
pauliaxz replied to Leeijo's topic in Cities: Skylines Modding - Open Discussion
Start Asset Editor with all your graphics settings set to highest possible. If it's on medium or low, game compresses textures and asset editor will save those compressed textures. Textures are compressed everytime, no matter what graphics settings are set, but if it is medium or low it compresses a lot more. -
Avanya's buildings (Update 7/1: Cargo rail stations released)
pauliaxz replied to Avanya's topic in Cities: Skylines Modding - Open Discussion
Haha yeah, while playing the game I start to think - I need that.. and that... Want to mod more, more and more but have free-time less, less and less.- 800 Replies
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Ploefke's blender struggles and assets
pauliaxz replied to Ploefke's topic in Cities: Skylines Modding - Open Discussion
You can download Normal map plugin for paint.net from here But the thing is that texture should be rotated 180 degree or flipped vertically (can't remember) before doing normal map. EDIT: I see GC_Vos already mentioned that -
Ploefke's blender struggles and assets
pauliaxz replied to Ploefke's topic in Cities: Skylines Modding - Open Discussion
Nice, you could try using Sub-Buildings Enabler together with RICO and have both ploppable buildings at once. -
Ploefke's blender struggles and assets
pauliaxz replied to Ploefke's topic in Cities: Skylines Modding - Open Discussion
You can always split your roof for example in 4 parts. So you could fill whole texture (that you used for whole roof) to each of 4 parts independently. In other words have repeated texture. -
Ploefke's blender struggles and assets
pauliaxz replied to Ploefke's topic in Cities: Skylines Modding - Open Discussion
If you want to avoid brighter textures in game comparing to what you see in modelling software, open your texture and create a new layer, set it to Multiply blending mode, fill with 128,128,128 gray and then flatten to one png texture. Of course if you don't like the result you can have brighter or darker colors to fill. I haven't found another way to avoid that asset editor overbrighting the texture. -
Yes, it doesn't create new tris, but creates new vertices. I will use a simple cube for example to explain. As it is created it is non-split, all vertices are welded. So it has 8 vertices, 6 faces and 12 triangles. When edge split is done, faces and tri count stays the same but every face now has its own 4 vertices, so in total - 24 vertices. In other words you can move away any face without pulling other, which wouldnt be possible with welded vertices. Of course so low poly CSL models having low amounts of vertices, don't impact filesize much, but if a model has 20000 tris and 12000 verts, after doing a edge split (or vertex break) will have over 40000 verts, so filesize would increase greatly.
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Edge split creates new vertices - so makes file size higher. My experience of using Blender is very little so I dont know 100% how really edge split works (it splits faces by the angle that is set, e.g. Angle is set to 30 deg, so polys that are connected at a larger angle will be split and lose smoothing. While in 3ds max you cant even smooth faces that have edges split, vertices should be welded.
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pauliaxz's modding projects (Škoda Yeti [WiP])
pauliaxz replied to pauliaxz's topic in Cities: Skylines Modding - Open Discussion
German taxi version of my Mercedes-Benz W210 is released BTW, Renault Megane II is coming in the near future as a sequel to my car mods collection series- 81 Replies
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Avanya's buildings (Update 7/1: Cargo rail stations released)
pauliaxz replied to Avanya's topic in Cities: Skylines Modding - Open Discussion
It would be so handful if CSL supported more UV channels, atleast only second UV channel. Adding dirt, damage, leaking details having its own UV coords separately from main texture UV. Most importantly - ambient occlusion texture which gives new level of realism to the model (I actually do it for my cars). Anyway, let's stop dreaming of what is not going to happen . It is so good to see more industrial buildings, logistics warehouses are needed a lot too. Nice work @Avanya.- 800 Replies
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pauliaxz's modding projects (Škoda Yeti [WiP])
pauliaxz replied to pauliaxz's topic in Cities: Skylines Modding - Open Discussion
Well, these buildings series are most common out of all apartments built in soviet era in my country. There a lot more to come in the future. My CSL modding objective is to make buildings that are common in my country and real car brands models to ride in my streets.- 81 Replies
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pauliaxz's modding projects (Škoda Yeti [WiP])
pauliaxz replied to pauliaxz's topic in Cities: Skylines Modding - Open Discussion
Uploaded 5-story soviet residentials (RICO) to workshop. Check my collection Screenshots:- 81 Replies
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Texture (I think?) Problems with Custom Vehicle
pauliaxz replied to Googlefluff's topic in Cities: Skylines Modding - Open Discussion
As @Tim The Terrible said, aci is combined texture of 3 textures. So my advice is to remake these. _a should be completely white, _c completely black and as I see you already made an illumination texture. (P.S. I use 128,128,128 for neutral color). And as @Avanya suggested check if color variations are unticked, probably this is the issue. -
pauliaxz's modding projects (Škoda Yeti [WiP])
pauliaxz replied to pauliaxz's topic in Cities: Skylines Modding - Open Discussion
Why transition? I still can mod both games, but here comes the free time... The lack of... And it's been long since I uploaded my first work to C:SL workshop (June 2015)- 81 Replies
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pauliaxz's modding projects (Škoda Yeti [WiP])
pauliaxz replied to pauliaxz's topic in Cities: Skylines Modding - Open Discussion
Here I show what I currently do when I have some time for it. Making RICO compatible my soviet style 5 stories buildings. It will consist of Middle, Left and Right sections (5x5 ; 4x5 ; 5x5). Models are partially rebuilt (added glazed balconies, extra room sections)- 81 Replies
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pauliaxz's modding projects (Škoda Yeti [WiP])
pauliaxz replied to pauliaxz's topic in Cities: Skylines Modding - Open Discussion
I know that, Tim, but we are talking about car texture. So 512x and 1024x would have same details, colors etc. in it. So size would differ.- 81 Replies
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pauliaxz's modding projects (Škoda Yeti [WiP])
pauliaxz replied to pauliaxz's topic in Cities: Skylines Modding - Open Discussion
5 MB is because I add two .crp into one (two color sets). One car is aproximately 2.4MB If I used 512x512 textures, size would be even smaller, but I prefer 1024x1024 Everything is explained in describtion btw- 81 Replies
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Are you talking about window reflections so it has some shine level or nightlighting so that windows will be lit at night? For first case it is _s.png specular texture with white meaning full specularity, black - matte. For second case - _i.png texture. Unfortunately, I dont know the color code system for trains. But there should be somewhere in the guides, or some train modders will come here and tell. EDIT. Here is a link to train illumination tutorial: https://community.simtropolis.com/forums/topic/69055-train-illumination-tutorialupdated/
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