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Everything posted by xonedl
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Version 1.0
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Introduction "tHe Spring Shopping Mall" in Kuching, capital of Sarawak, is the first large-scale lifestyle shopping centre in this city opened to public on the 10th January 2008. With 150 retail outlets, including Parkson, Esprit, Charles & Keith, Starbucks, Quiksilver, Ta Khiong gourmet supermarket, MPH, HSL, Padini, Bonia and other established brands. The shopping mall based on the design of shopping malls popular in Australia and New Zealand, designed by a New Zealand-based architectural firm, Warren & Mahoney. [Google Map Location] The BAT This set of BAT divided into two sections due to the L-shaped structure. Both sections have landmark lot and CS$$ lots. Details as follow (CS$$ IS NOT AVAILABLE DUE TO BUG): Menu location : Landmark Dependencies : BSC Mega Prop CP Vol 02 & BSC Textures Vol 02 Prop : included - XDL_prop_tHeSpring_section[1] & XDL_prop_tHeSpring_section[2] Prop night light : yes Night light type : Maxis Night, game version 1.1.640 required Dark Nite version Dark Nite version is now included in a separated zip file! These lots have their icon marked with "DN" text. And they cannot be installed together with the Maxis Nite version, otherwise they will be overwritten. Prop : included - XDL_prop_tHeSpring_DN_section[1] & XDL_prop_tHeSpring_DN_section[2] Prop night light : yes Night light type : Dark Nite, SimFox Day and Nite mod required Model Adjustments Several adjustments had been made to suit the building for the game. These includes sizing down the building by 20%, the removal of one long narrow stretch roof and various tiny room on the roof top for cleaner roof view (it looks like a factory in real world). Main entrance glass structure also extended slightly. Overall building size may not have the correct proportion as the real world building, as this is modeled solely through picture and Google Map references. Misc Please let me know if there's something broken in these lots. ... -
Any good trick for lane transitions? The center-align behavior of vanilla roads, or even modded road, makes it rather hard to do realistic (ULTRA realistic) lane transition... Eg: 2 lane to 3 lane, etc. Anyone got any good tricks up their sleeve can share? I do aware of the CSUR mod, it is A_M_A_Z_I_N_G, but there's two problem with it, first the aesthetic, secondly it seems to support right hand traffic only as far as I checked...
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Trying to build a bridge over sunken rail
xonedl replied to xena99's topic in SimCity 4 General Discussion
Fine Road Anarchy is always a welcome mod, so your construction don't get stopped by the game's collision detection. Then Fine Road Tool allow you to force the road to take specific elevation - force it to be a bridge, force it on the ground, etc. MoveIt is of course recommended, you don't need to build your initial items very accurately, just adjust it's position / height / alignment later with MoveIt. -
Hi, I'd been playing around with ground raiser tools (specifically in this case is 15m raise), when i try to plop some walls around it (see picture below), I noticed 2 corners are always not "flat" like the other 2. Is there any method available to fix those two rouge corners to become flat? I already tried using land flatting tools but not working. _._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._._ Second question, Are there any power lines lots that have T split or Y split pieces? They don't need to be functional, I just use them for aesthetic only. Thanks.
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Cities: Skylines - Community Modding Requests
xonedl replied to Cyclone Boom's topic in Cities: Skylines Modding - Open Discussion
I just want the steel trusses. Yep just the "empty" trusses and nothing else. No room, no staircase. These trusses structure can be used for variety of industrial purpose. I currently make this "thing" in game with the pieces from [modular crane] mod and put a shed on top of it, they looks fine since this structure isn't very big. But I intend to use the same truss for other much bigger factory / industrial structures, probably 100+ ft across. Scaling up the crane's truss frame to that size just doesn't looks good unfortunately, especially since they are also very simple poly. Having several versions, eg: 2 square, 4 square versions will be suffice. Any variation needed can just use [prop scaling]. Another thing is conveyor belt. There are a few of those props currently, but since they are static prop, it can be a little troublesome to align things together. If only there are some [network conveyor belts]... 🥺🥺🥺 Thx in advance... -
Is there a better way of managing mods?
xonedl replied to Kaschperl's topic in Cities: Skylines General Discussion
Steam is a mistake. That's the short answer. //-- The long answer; Steam workshop is horrible for management. The one and only option we can use is "collection" - you'll need to create your own collections, and make a habit of adding everything to your collection before subscribing to that item. Without doing this, trying to manage your already subscribed items... you might as well just bomb everything and start from scratch. Other more open ended modding platform & applications, eg : Nexus + Mod Organizer 2 are far better for a lot of reasons; especially in the aspect of management. I know a lot of people really loves Steam to death and will defend it no matter what. But seriously now, if you ever experience modding with other games, like Skyrim, Fallout, you'll see just how terrible Steam Workshop really is... Not to mention that Steam is almost contain NO moderation. While the rules on Nexus really can annoy people at times, but at least it can control the contents people uploaded to an extend, preventing duplication and utter trash... In the issue of assets, generally it's better to just ignore small missing things. Missing duct? Missing building logo? Need tree-A grass-B? Who cares. You not gonna see it 99% of the time anyway. Just ignore them. Not subscribing to these non-important additional assets also lighten your PC load. If you felt there are missing details, you can always use the whatever item search mod, and look up for the props and add onto the building/landscape yourself. Not enough air ducts on your highrise? Add yourself, as many as you want, easy.- 3 Replies
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road to school
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theme mix for those interested. Theme Mixer 2 is obviously required... also uses Cubemap Replacer + HDRI Haven Cubemap Pack 2 (Approaching Storm) & some custom ReShade adjustment quint_bloom, quint_lightroom, filmic pass, magic bloom... trees are just that two low poly cluster tree mod... should be this bridge, obviously you need MoveIt mod to make such asset useful. map : Imabari Japan.
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these are the SHUTO Japanese Highway road sets.
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do you believe I took one week, maybe 50h+ just to make this? (╯°□°)╯︵ ┻━┻ maybe I just slow and stupid...
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Tune's Nuclear Assets: Chernobyl Restoration
xonedl replied to Naamtune's topic in Cities: Skylines Modding - Open Discussion
Amazing stuff, we need more people chasing realism! 👍 Wonder if there will be some random Cheeki Breeki easter egg in those assets 🤣 -
Stretched texture invisible at certain angle or zoomed in
xonedl posted a topic in Cities: Skylines Technical Help Q&A
I'm trying to make turning lane / exit ramp in realistic fashion - which means low angle and proper distance following measurements from real world intersections. While the result looks fine when zoomed out, the road texture went invisible (blue) when zoomed in at certain angle, which makes detailing works rather annoying. Segments as following picture. I dunno how other people do it, but upon my own trial and error, I find that have all segments at the same length will eliminate the problem of tarmac going crazy, although still need to wiggle it a bit. The following picture shows it went blue (invisible). Any clue how I can deal with this problem, or is there better way of creating / aligning these segments? //-- Also there appear to be some weird behavior, where bums & holes suddenly appear on some of the nodes when I moving things with MoveIt nearby, I had to select everything and re-level with MoveIt to get them back to normal often. Guess I really breaking the game here...- 3 Replies
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Stretched texture invisible at certain angle or zoomed in
xonedl replied to xonedl's topic in Cities: Skylines Technical Help Q&A
Ah I see............. my current segments probably way over 25U... Guess there is just no way I can make it the way I wanted Keeping the limit under 16U means slightly larger angle / fatter junction unfortunately. It just doesn't "flow" as nicely- 3 Replies
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How to make a Japanese city
xonedl replied to cromabianca's topic in Cities: Skylines General Discussion
Interesting read, thanks. Inevitably talk about Japan we think about metropolis like Tokyo, but tbh that's not what I have in mind. I personally more interested in other smaller cities. It is also due to the sheer complexity of the metropolis, don't think I can handle it. Also be mindful of the metropolis' scale, it's insanely huge. Scale - is always a challenge... ; "hei it's just a game!", well at least I don't see it that way, you call your 100 meter interchange realistic? In term of assets, the ancient link above don't really cover the stuff it should cover. Been looking around at several Japanese author for high quality sutff: - KOMA3 : https://steamcommunity.com/profiles/76561198367388905/myworkshopfiles/?appid=255710 - TOKACHI269 : https://steamcommunity.com/profiles/76561198063450045/myworkshopfiles/?appid=255710 - RYUICHI KAMINOGI : https://steamcommunity.com/id/kaminogi_works/myworkshopfiles/?appid=255710 - SHIBAKATA : https://steamcommunity.com/profiles/76561198311158502/myworkshopfiles/?appid=255710 - YODOH : https://steamcommunity.com/id/YODOH_Gaming/myworkshopfiles/ - AKO AKO : https://steamcommunity.com/id/ako_ako/myworkshopfiles/ - YT140 紺野 つかさ : https://steamcommunity.com/id/konnoplant/myworkshopfiles/ - KONFOX0527 : https://steamcommunity.com/profiles/76561198186539810/myworkshopfiles/ Add anymore later if found out any.- 13 Replies
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How to make a Japanese city
xonedl replied to cromabianca's topic in Cities: Skylines General Discussion
If there are somekind of general guideline of Japanese city planning... their characteristic, rules of infrastructure, etc. Been looking at Google Map / Earth for days, still can't quite figure it out (guess I'm dumb). Still, knowing those still DOESN'T mean able to translate into C:S smoothly... Observation of suburban area:- 13 Replies
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How to make a Japanese city
xonedl replied to cromabianca's topic in Cities: Skylines General Discussion
Necro-ing... 4 years has passed. Anyone have any luck in replicating japanese residential feel? Seen a couple videos and post about "project japan" but those are urban business "downtown" area hmm...- 13 Replies
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Struggle in every aspect... v,v... visual setup, assets/mods available, industrial mechanism logic (what..?), LOD, how to screenshot... TEN FPS... Not done with it yet... still so many things to fix... Area size allocated for this shoreline industrial area : 2km x 4km It's a miracle Microsoft ICE is able to recognize & stitch together 160 skewed perspective aerial shots without much issue... Still, some glitches are unavoidable. Tall objects gonna looks weird... but I can't figure out other way of taking such shot... zooming out only cause LOD problems & decals fade out. Just remembered a camera mod to change FoV... maybe that can helps with tall object perspective hmmm... try next time. Would be great to get close to 2D projection - still, water reflection is major problem need to fix with photoshop, wish there is a mod to remove water reflection (or prevent the sun being reflected... )
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What map would you recommend that considers realistic land topology?
xonedl posted a topic in Cities: Skylines General Discussion
Got the itch to play a bit, but finding a good map to start is unfortunately... surprisingly hard. Sure, there are tons of beautiful maps on workshop but something that would fit my criteria might be a bit... strict. - realistic topology, no sudden-insane-height differences, area with river mouth supposedly have larger amount of sediment area (flat land), I'm more prefer kind of Eastern Asia landscape - proper water flow direction, sea don't flow into lake / river... - realistic river topology, not drop 50 meter in just 1 kilometer... that's ridiculous. Water that flow THAT fast, will carve it self down to bedrock easily within few decades... I do understand the water system in this game can be a bit tricky to get water to flow where you want it to be... it's a headache. - decent ratio of flat land vs mountain vs water... maybe in the range of 35 : 35 : 30 - no crazy highway system, this at least can be easily erased. I'd go build things with strict inclination angle... Tile size is 2km is it? So 81 tile = 9x9 = 18km x 18km... Taking some random Japan city as reference: //-- Gotta get back to hunt for maps...- 3 Replies
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Re-did my waste management system, since the last one looks more like junkyard rather than landfill... the above one just self-stitched screenshot, following uses the "Panorama" mod, :
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Everyone are making amazing cities & towns... while this literally trash life of mine, if this even qualify as a life... just playing with trash... I suppose this is a good small-scale practices before I tackle the " bigger problem "... REALLY big problem... I try to refer to real world location whenever try to build something for references, landfill seems to be something almost no one talk about and very little information available. Even trying to find the landfill area in my own city, I was like "REALLY... that tiny patch behind the airport there?! REALLY?!" The "South East Asia most advance waste management facility" located in my city, I can't even find out where the heck is it on Google Map! At least I got a picture for reference...
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1, my B key seems to not activating the bulldozer anymore, it was working fine a couple days ago... that's weird. Instead, it activate the Find-it mod UI and the last item I picked in there instead. 2, how can I force things to build on water (get rid of the "can't build on water" warning). Got a bunch of sea-wall / retaining wall wanna build along shore but that limitation makes construction a bit annoying - gotta build on land first, then drag it to shore and wiggle it around to fit... 3, sewage treatment "not operating" despite all pipes connected seems to working fine. I put it right beside the map with 81-tile unlocked, can that be the problem? 4, Better Bulldozer's icon seems to stuck a bit under Move-It's icon. Still clickable but yeah... 5, How to NOT snap into grid boxes despite all snapping are turned off? Things seems to be still want to snap to other things despite snapping turned off hmm... 6, What was the mod that makes large decal move-it selection circle become smaller? Forgot... Thx~
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A few questions (such boring title!)
xonedl replied to xonedl's topic in Cities: Skylines Technical Help Q&A
1, good to know! 2, don't think anarchy mode actually allows me to build on water, not sure what's wrong there... 3. ok maybe it's not a good idea to chain multiple pump and the sewage treatment at the end of the chain, i'll adjust around and see ... Thanks a lot. //-- Also is wondering if there REALLY GIGANTIC decal suitable to use for large area such as open coal mine (1 city tile size); technically how large per decal size the game allows? Probably can get do with custom ore texture (if can find one theme with dark stone texture...) for now, weird why the terrain painter is so limited.... -
Imaginary river water pumping, treatment center & supply-line. Spent days on this small patches... zoom out and realize only filled 0.01% of the map... oh shit... (yea I just realize how "clarifier" works... gonna fix those pipe positions later )
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Cities: Skylines - Community Modding Requests
xonedl replied to Cyclone Boom's topic in Cities: Skylines Modding - Open Discussion
Half tile 2-lane road, for rural, sparse traffic location. No decor no sidewalk no light no emergency lane no drainage no "ruin"... The smallest tarmac road available currently still doesn't feels right to be used for many situations, making the map overall feels very small & ratio of roads sticking out like sore thumb. With the [Move It!] tool, the extra side gap is non-issue. The current alternative I can think of is using a [Invisible Road] mod, then put [narrow pedestrian / cycling path] on top of it. Before vs After; there are some clipping issue had to solve with decals. If this already exist lemme know... thx. -
What map would you recommend that considers realistic land topology?
xonedl replied to xonedl's topic in Cities: Skylines General Discussion
Currently interested in these two: (each bright white line = 100 meter elevation) Cape Henry - river topology stays pretty flat 👍 - good amount of delta area to build - nice mountain jagged edges details Shagun - river topology stays pretty flat 👍 - but a bit mountainous, little area to build. Remove a 2 or 3 mountains tops make them into delta or high land will be idea. I looking at removing center-top, center-center & bottom-center - think of it as delta areas.- 3 Replies
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