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Mod Request: Tools for new "Historical Building" button
Delta2k5 replied to tu bui's topic in Cities: Skylines Modding - Open Discussion
https://steamcommunity.com/sharedfiles/filedetails/?id=1658773932&searchtext=historical <-- There is already something like this. simply create a district where you'd like the buildings to be historical, after let them grow to the level of your desire (you can still limit the level using "Control Building Level Up"). After all buildings reached the level you want set the district as historical so all buildings get flagged as historic. Remove the limit and watch them level to "5" There is, of course, just one problem: If a building vanishes the flag will not automatically be set again. @boformer was working on some integration to building themes when it comes to that function to kinda control the wealth level of the buildings residents unfortunately there were no news on this topic since the DLC released.- 1 Reply
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Is there any way to get in contact with NEXT team?
Delta2k5 replied to Evil.Iguana's topic in Cities: Skylines Modding - Open Discussion
Hey there, you should probably ask @andreharv using steam as he took care of the NEXT mod. If that also fails you could still release the roads without permission by the person and give full credit to the mesh used as it's just a reskin. Also include a line that the person should get in touch with you if that person is against releasing that mesh in this way. So if you follow these steps everybody should be fine. 1. try to get in touch with @andreharv 2. If that fails release those reskinned roads 3. give full credit on the meshes used to the original authors (simply refer to the original NEXT for "old" NEXT v. 1.x roads, for the Bus roads refer to the author of Traffic++, for the "new" roads to @andreharv) 4. include a line that if the original author wants you to put a network down he shall get in touch with you. 5. be fine -
Modding Transport Problems
Delta2k5 replied to JasonPerry1's topic in Cities: Skylines Modding - Open Discussion
Yep, that's because the ingame editor handles every vehicle mesh that touches the ground like it's a wheel. That actually is really handy for cars, trains and airplanes but not for blimps and helicopters. This behavior can be controlled using vertex colors, but the workflow ist quiet complicated doing so. Ronyx has some information about this and other things in his inofficial wiki: https://cslmodding.info/shader/rotors-propellers/- 1 Reply
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Current workshop assets of excellent/decent quality in need of potential updating(status listed, modders help needed)
Delta2k5 replied to kwetzel345's topic in Cities: Skylines Modding - Open Discussion
Well, you can dump the sub buildings - you are just looking at the wrong place For sub buildings you have to click "show in scene explorer" and find them in the building Info somewhere from my knowledge (I don't have access to the game right now). -
Vehicle Submeshes
Delta2k5 replied to Delta2k5's topic in Cities: Skylines Modding - Open Discussion
Hey there! Mainly I wanna update the already existing ones at some point, mainly the Acela. Now as I know how to use submeshes I can create realistic lights and signs there too On the other hand I got some helicopters waiting to be imported (and a experiment too) so new train assets are not in my focus right now -
Additional Public Transit
Delta2k5 replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
Hey team! Thank you for your effort it's great to see the outcome of the project - well done! Anyway I think I found an issue with the mod: I got a legacy city with "old" MOM tracks over ground. Somehow if I delete those I get a "NULL reference error" which is not that tragic as it just appears on bulldozing. After I saved and reloaded the city and wanted to lay down some of the elevated MOM tracks I always face the following issue: 1. I lay down a section of elevated classic tracks - everything looks great 2. I delete some previously saved MOM 9.0 tracks which are above some street (also calssic - in this case 4-track bi directional) 3. I want to lay down some new elevated classic tracks (again 4-track classic) above a road using "road friendly mode" This results into the following behavior: 1. Road friendly mode does not work 2. No pillars are shown even if I select another type Strangely that behavior does NOT apply on every MOM network! I was able to face it on 4-track classic style and 2-track classic style. Somehow bulldozing pre-saved 9.0 tracks seem to break the functionality of the same type of network when it comes to pillars and road friendly mode. I try to look into the log to find some belonging warnings or errors. Probably one can check that back on some vanilla save as I don't have one atm anyway- 1,259 Replies
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Vehicle Submeshes
Delta2k5 replied to Delta2k5's topic in Cities: Skylines Modding - Open Discussion
Thank you @Clus - your settings worked as intended -
Vehicle Submeshes
Delta2k5 replied to Delta2k5's topic in Cities: Skylines Modding - Open Discussion
Thank you! Gonna check that out as soon as my Computer has a CPU :/ -
Good day everyone! I got some issues with one of my projects, the CTA 3200 L-train: First of all I want to create the following features: Submesh featuring illuminating tail lights (required flag = driving backwards) Submesh featuring "door lights" (illuminating when flag = stopped [irl those lights show that the hand break is applied]) Submesh for the headlights (forbidden flag = driving backwards, required flag = created and active (engine), vice versa for the last car) Submesh for the trains number (required flag = crated) Submesh for the destination signs (line color) Submesh for "not in service" (going back condition) Now the following questions rise in my head as I already checked things in asset editor: Is it possible to assign line colors to submeshes? I created a simple plane mesh and applied an all white _c texture to it + an all white diffuse map - still in asset editor the color did not change Is it possible to use "stopped" and "going back" on train trailers? Using mod tools I saw in scene explorer that those flags are just set on the engine. Are they inherited to the trailers or are those flags just not available? (which would mean that I cannot use those meshes there) Further more I got some issues using my meshes in asset editor. I use Blender 2.8 and export the meshes with the following FBX settings: Also, as it's Blender 2.8, I applied all transformations for all meshes manually (strg+a --> apply all transformations) on all meshes. On top all meshes have the same origin in workspace The following behavior occures in asset editor: The main mesh (body) imports just fine (besides being oriented on the wrong axis [I have to rotate it along the x-axis once] and the preview being messed up) After importing the tail lights those are too big compared to the main mesh (I gotta import them with scale 0.647 to get them right), otherwise they are in the right spot The vehicle number is shifted to the right and also scaled up The door lights are angled at approx 45° and rotated around the z-axis (not like all other meshes!) The destination signs are placed way too low As there is no control over the placement in vehicle asset editor I gonna ask our experts: What am I doing wrong? Are there still some local axis hidden somewhere in Blender of every mesh which I didn't see by now? Is something wrong with my settings? Do I have to use a special trick to import everything in place? Please help me! Best regards! PS: The location is off by design I set the origin to the lowest part of the wheels.
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Is 6k+ tris count too much for a single-story building?
Delta2k5 replied to henrylzy's topic in Cities: Skylines Modding - Open Discussion
Hello! In my oppinion deciding if something has too many tris really depends on many factors. First of all it depends on your descission on how to model the building - the bigger the texture size the less tris you might need as you may not need to cut windows in detail. If you cut windows you can save texture space as you can use a small set of textures for the windows and simply repeat them all over the place. Also it depends on the use case - is the building going to be a landmark? If yes it's probably only placed one time in a city. If it's something different like a growable (which it obviously is not looking at the footprint ) it should be rather lowpoly as many of these buildings will pop up. The next question which you can answer to yourself is: how close you wanna get with the camera ingame? I saw many highly detailed buildings intended to be viewed in first person (using mods). Well, the game is not build to be a first person shooter so I always keep in mind it's viewed from the distance by the majority The CO 3D artists seem also to be unsure on which is the right tris count on things. Some small props (barrel pallets) and other things (carousel) are exceeding 10k tris by far! Others are just about 500 tris. TBH. my current project (a CTA 3200 subway car) is also at 6k by now but the LOD distance is shorter than the one of a building and some meshes I use are only visible in certain situations So my conlusion on this topic is: Think about what really is visible ingame not just in editor Use the possibilities (Normal mapping, working with alphas (e.g. on tiny structures) Keep the usecase in mind (used more seldom == more tris possible) Check the vanilla buildings on their tris count using mod tools to get some idea on what the devs had in mind You probably should post some pictures of your mesh - it's hard to tell if you could save some tris without knowing the mesh Best regards -
Gaps in asset content?
Delta2k5 replied to Ryno917's topic in Cities: Skylines Modding - Open Discussion
Tollboths work but they are not animated (barriers won't close) other than this they generate income and cars stop for a short time. For monuments - that's hard to tell actually... -
Additional Public Transit
Delta2k5 replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
Just to keep this threat up to date- 1,259 Replies
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Gaps in asset content?
Delta2k5 replied to Ryno917's topic in Cities: Skylines Modding - Open Discussion
I've got some inspiration for you too on what is still missing or underrated! Taxi stands - more generic ones, probably more realistic or even larger ones (NOT depots) Taxi Depots Bus / biofuel bus / sightseeing bus / taxi / "MOM" (metro) / tram / ferry depots Monuments as said Tollbooths Low-level (L1 + L2) residential houses US style (e.g. eclectic) in common sizes (2 x 2 up to 4 x 4) -
You don't have to disable parallel road tools but that one simply won't work. You can still select roads, parallel road tools also previews the setup you created but it will lay just the main road down. That's all. Nothing else. NS2 will still work as intended
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Additional Public Transit
Delta2k5 replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
Yes. The dot on the destination signs and in the front change to the line color you select.- 1,259 Replies
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