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Everything posted by Nique
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The code of this game is a nightmare!
Nique replied to boformer's topic in Cities: Skylines Modding - Open Discussion
Well, it is possible to rewrite most of the classes and take properties in mind in that version. It just takes a couple of public coders to do that. Make an open-source version of the rewritten dll's and publish it as a mod. Open up a github account and rewrite the classes. This opens up a possibility to re-implement the whole road net tool (rewrite it kinda like CityBound). -
Just to start off, it consumes time to create good looking cites. You need to learn tricks. For example, i use the dirt road a lot because it is one of the most flexible networks available. It helps laying out the shape of a new neighborhood and it also helps making good looking intersections. I feel it is like the 'street' road trick as in Simcity 4 to terraform the terrain surrounding the roads . Also, keep increments of 12 tiles, don't go over it or your roads will look bumpy. If you stay at 12 tiles per time, the terrain adjusts very good. Ok, well this is what you can do with Cities Skylines! Yes, with an healthy budget! In the beginning... Although, in the beginning? Well, I've played C:S before, but not that much hours. I was kinda disapointing with the overal plastic feeling to it. I waited, waited.. until i saw all these mods came out. Especially Precision Enginering and some trees and flowers got me in the game. I never expected this.. It is my second city. I like to keep an eye on details. And i can get pissed off if roads look unrealistic, bumpy. I used the map Zephyr Hills. It has broken highway connections going inland but it works fine. I will connect those later, when I'm heading for the 'next' town. Yes, thats right, I don't like to create on big mega city. I like to create smaller towns, maybe a nice 200k city further inland but this is just a simple town. Here ya go. The City. I already planned for an expansion along the coast. A Top view, now the coastal side is developed. Moving North Its time to move north. In the previous screenshot you see a bridge going diagonally over the highway. I like that because it breaks the boring grid. The bridge to the north You see, I connected my town to the outer world with a Train station! I had to redo the intersection area and while I was at it, I decided to also create a nice Bus terminal in front of the train station. The trainstation Redo the Industrial interchange I also had to redo the nice circular interchange at the Industrial district. The problem was that I had to fit in a cargo train station for importing and exporting goods. Look at those flowers! From 2km height More eye-candy
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That mod is incompatible with 1.1
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I cant really help that. I never look at the pop because it never reflect the physical size of the city. This is kinda bad game-design from CO. I believe there was some kind of mod to let more people in houses. Can't remember what though. I even forgot to rename my city nobody noticed.
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Is Traffic++ Mod the NAM of Cities Skylines?
Nique replied to Mr_Maison's topic in Cities: Skylines Modding - Open Discussion
NAM added acceleration lanes and what not. This is just a measurement tool -
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A former Maxis Emeryville employee working on models for Cities Skylines
Nique replied to Bastet69008's topic in Cities: Skylines Modding - Open Discussion
The coal power plant looks cartoonish to me. But the other 2 creations are beautiful -
Small roads , are not that small
Nique replied to eugenio1982's topic in Cities: Skylines Modding - Open Discussion
About the roads: I'm waiting for a 'street' road that's just 1 tile wide. About the pop: I totally agree. I rather have a 'smaller' looking 'realistic' city i can build in any shape i want (not a freaking tiny square) than having to build tons of skyscrapers to reach 50.000 population. It's weird.. My 2.000 town looks like a 80.000 city. But there is hope. The modding API is really 'open'. It's dangerously open . This means modders can do to the game whatever they want. Maybe even rewrite the whole road system (prefering lane based). There is already a project running for rewriting the whole GUI. (I'm 'ok' with the current one but it could be better). Colossal Order build a city builder game core from where the comunity can expand in all directions, limitless. I believe this game will be rewritten by modders in a few years . Of course, with the core still there but i can't wait for nice terrain textures, better, more and realistic buildings, props and vegetation. A better UI with better 'item stacking features' (scrolling madness is already there, and now even without a mouse-wheel). I must say, the game isn't really 'that' great. It feels like the Simcity 4 release. It's not finished, but I already knew that before I bought it. I believe in the developers of the game, the publishers and the community. A lot of 'city-builder-gamers' are 'creationists' as a profession: Programmers, designers.. name it. It's an overall 'nicer' community than those from shooters. The game only got released a few days ago and there are really great (advanced) mods out there: Camera Mod, Tree Brush.. Whats next? Terraforming? This quick? This game is fantastic. -
Skylines Wiki Updated with Modding Info
Nique replied to CapTon's topic in Cities: Skylines Modding - Open Discussion
I've read here and there that the modding tools, that are available from release are not really the modding tools they had in mind. They will work on these tools after the release to reach the goal they had in mind. If I understood correctly, the tools are good from start, but will be upgraded with new features. -
noise barriers Nique's Modular Noise Barrier's (Brown)
Nique commented on Nique's file in Transportation
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Aha, now you know why bigger cities are not possible. They want to milk also tablet and phone users. I'm really starting to hate Maxis. once a great fan.
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Did they update PHP version on the server?
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Just finished my new track.
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Cities: Skyline is out to satisfy where SimCity couldn't
Nique commented on Dirktator's article in News
What i like about Collosal Order / Paradox is that they do not scream like a market man. They do not push their product in your mouth. They do not tell how great their 'glassbox' version is. What they do is just create a nice piece of software with passion and see where it goes! Something that reminds me of Maxis before the [E]vil [A]nnexors kicked in their doors. -
Have you ever visited the capital city of your country?
Nique replied to Alejandro24's topic in General Off-Topic
From 0 to 5 years everywhere (orphanage) From 5 to 10 years Borger (small village in the north east of Netherlands at foster parents) From 10 to 13 in Amsterdam (orphanage) From 13 to 15 near Utrecht (orphanage) From 15 to 21 Amsterdam (foster parents) From 21 to 30 Borger Yes i've been there. I grew up there . I've played football (soccer) on the street four thousands of hours with my friends there. I love amsterdam. Good memories. Even the orphanage where i lived was awesome! -
noise barriers Nique's Modular Noise Barrier's (Brown)
Nique commented on Nique's file in Transportation
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[2014] Lot Editor and Plug-in Manager - Forum Archive
Nique replied to scquith's topic in SC4 BAT & Lot Workshop
TAB function on your lot? Hi there, I was wondering, before i fill up another 10 slots in the menu.. Is there any guide on how to make your lot/bat building having a tab function like the NAM has? For example, i want all 'bridge' pieces under one menu entry and let the user tab between the length of the bridge pieces. Then i want also put diagonal pieces under the Home/End keys so the user can rotate not only 4 angles but 8. Thank you- 100 Replies
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Weird i couldn't find any scripts to make someone else's live (ILives reader) easier. I mean.. if you have a very large model and you need to do the same job over and over again for each entry in the DAT file.. why not use a script. So here is the thread and let me start to share a script. S3D Transparency This is a script that makes every S3D material entry true transparent. But you should only use this if you 'need' transparent glass like roofs that cover a street. Well you know. ------------------------------------------------------------------------------------ -- S3D_TRANSPARENCY.LUA - By Nique de Graaff -- -- You MUST install luaforwindows in the default installation folder for -- -- this to work! Then run this in the ILives Reader on your sc4model -- ------------------------------------------------------------------------------------ -- For each material in each s3d entry this script will: -- -- Enable framebuffer blending -- -- Set Alpha Func to "Always" -- -- Set Src Blend to "Source alpha" -- -- Set Dest Blend to "one minus source alpha" -- ------------------------------------------------------------------------------------ dir = "C:/Program Files (x86)/Lua/5.1/clibs/" package.cpath = dir.."?.dll" require("bit") function reader.main (this) pos = reader:entries_GetHeadPosition() while pos ~= 0 do entry,pos = reader:entries_GetNext(pos) flag = reader:entry_GetFlag(entry) if (flag == 2) then s3d = reader:s3d_Decode(entry) count = reader:s3d_Count(s3d, 4)-1 for i=0,count do block = reader:s3d_GetBlock(s3d, 4, i) s3dpos = reader:s3dtext_GetHeadPosition(block) while s3dpos ~= 0 do s3dtext, s3dpos = reader:s3dtext_GetNext(block,s3dpos) flags, alphafunc, depthfunc,srcBlendFactor,dstBlendFactor,alphaThreshold = reader:s3dmat_GetInfo(block) flags = bit.bor(flags, 0x0010) alphafunc = 7 srcBlendFactor = 4 dstBlendFactor = 5 reader:s3dmat_SetInfo(block, flags, alphafunc, depthfunc,srcBlendFactor, dstBlendFactor,alphaThreshold) end reader:s3d_SetBlock(s3d, 4, i, block) end reader:s3d_Encode(entry,s3d) end end io.write("\nDone!") reader:refresh() end Download LuaForWindows
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noise barriers Nique's Modular Noise Barrier's (Brown)
Nique commented on Nique's file in Transportation
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noise barriers Nique's Modular Noise Barrier's (Brown)
Nique commented on Nique's file in Transportation
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Well i just finished the first version of my Noise Barrier set

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Ha cool. I grabbed the design from the Dutch institute of infrastructure (http://bit.ly/1oAaWNN - text is dutch but pictures are international
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noise barriers Nique's Modular Noise Barrier's (Brown)
Nique commented on Nique's file in Transportation
When i figured out how i could do corners with this barrier maybe. I think you can place them already next to ground maxis-highways. But sadly enough not diagonal. Believe me this was a lot of work. The name 'brown' indicates more series will come. But i have no time schedule :). First task is to expand this brown one with corners and support sloped walls. As a spin-off i'm planning to make a full glass bridge one without continuation of the wall. I think that will look very nice :). Elevated is something for in the future. ps: why is my plugin listed twice on the stex? lol -
Hello there! I decided to do some Noise Barrier modeling and the result looks kinda cool - in Max.. not in Simcity. See picture (2) below. ( 1 see pic ref. ) Why are the trees rendering in front of my props? ( 2 see pic ref. ) When i put multiple lots next to each-other to form a wall there are seams in between. And that's just weird because i made the barrier exactly 16m wide and they are exactly at 0,0,0. Also positioned like that on the lot. My guess is that the shadows are casting on to the next piece...
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problem Seams, trees visible through props - why?
Nique replied to Nique's topic in SC4 BAT & Lot Workshop
Well, i just the plugin to the STEX. Maybe i will update the models in the future and replace the download. For now i'm really done with all the little programs open and rendering the big models takes time . I thinks the end result is acceptable () Anyway nice tip (2nd point) i will use it in the future Thanks.
