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ARTFX

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About ARTFX

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  1. I have my own collections which are an unorganized mess right now which is why they are on private, if I ever get the time to organize it properly I'll make them public. Also, episode 4 is out now in which I build a Japanese elementary school:
  2. Episode 3 is online now, in this one I build a river inspired by the narrow Shibuya river in Tokyo.
  3. I present to you, episode 2 of the Atsuki series! In this episode, I tackle a huge project: the central station of Atsuki. This massive train station and transit hub inspired by Tokyo station and Shibuya station was a lot of work to make and even at the end of the episode, I think more work has to be done on it. However, that will be done at a later time. For now, enjoy me working on this big build:
  4. In the first episode of Atsuki I work on a small local train station, a little low density residential area and a Japanese shrine with a cemetery. Have fun!
  5. Quite a while ago I hinted at doing a Japanese style YouTube series, well let's just say it took a while but I have finally started posting the first videos. Atsuki is a fictional Japanese city inspired mostly by Tokyo, but I might also let myself be inspired by other Japanese cities. For now, the first video I'll share with you is the trailer of the series:
  6. Damn it's been a while! Restarted the idea of doing a Japanese YouTube series and I'm almost done building for episode 1 of the fictional city of Atsuki, Japan.
  7. Strange, tried that and it only made the flickering worse for me.
  8. Turning props and decals into PO's in the game is not going to get rid of your subscription afaik, you still need the actual items otherwise they won't be displayed in the game. Correct me if I'm wrong though...
  9. Oh man I can't wait till you have them all done, I want to build a big nuclear power plant! Great work!
  10. Hello there fellow city builders, I was wondering if I'm the only one who is dealing with flickering shadows or if it's just something you deal with somehow. I've been playing with my graphical mods to see if I can fix it, but until now no luck. I did manage to make it flicker less by tweaking my Ambient Occlusion settings, but I still see the shadows move about when looking at them. The wiggle is probably most noticeable on trees and on shadows when zoomed in close. First I thought maybe it's just the tree which is moving, but I slowed the simulation down to 1% speed and the wiggle was still there and as fast as before which led me to believe it's not the trees moving that causes it. So I went on YouTube and looked up some cinematic videos to see if they had the same issue and I did see a few instances of the same flickering in videos of well known YouTube channels, but I'm also seeing a lot where I don't see the flickering/wiggle of the shadows. Could be that they only use the shots where it is least noticeable, or maybe there is a fix I don't know of... Anyways let me know.
  11. So I was playing the game and starting a city on a new map preparing for my YouTube series when I noticed something I never noticed before. When placing roads outside of the city limit it raises the roads ever so slightly making it look as if the road floats on top of the terrain and the ruined texture around the road does not blend with the terrain underneath it. At first, I thought that must be a mod issue, so I launched the game without mods and to my surprise, the same thing happened. So then I re-enabled my mods and went into the game and did some tweaking, I figured out when this glitch happens, but not sure if there is a fix for it somehow. Below is a screenshot that shows the road within the city limits at the top, the bottom shows what it looks like when the node of the road is moved outside of the city limits, notice how it raises that road and then it gradually slopes down as soon as it gets within the city limits? Below is a screenshot with the road within city limits, everything looks good no glitch here: And here you can see the same road but with the last node moved slightly outside of the city limits, notice how it raises the road up? If somebody can verify this also happens in their game that would be great, because if not it must be something with my setup/mods. EDIT: To clarify, moving that note down with Move It! does not fix it, it will simply push the terrain down and the road will stay slightly raised above the terrain.
  12. Hello, I'm currently working on a race circuit build inspired by Suzuka Circuit, but I'm running into issues because I can't find a good grandstand/bleachers asset to make the grandstands along the race circuit with. I found a few bleacher assets on the workshop, but they come with light posts and side buildings which make them not suitable for clipping together and creating a large grandstand. I tried hiding the unwanted things underground with Procedural Objects, which to my surprise removed all of the unwanted props, but it also removed all the seat markers making the asset non-functional. I do have a seat marker turned into a park asset, but plopping hundreds if not thousands of those manually in-game will affect performance a lot so that is not ideal, plus it's just a lot of work to do manually. So my question is, could somebody make a narrower version of these bleachers without any of the side buildings and lights, but with seat markers on it? The narrow version would make it easier to clip them together and make smoother curves with the grandstands to follow the curves of my race circuit. If you can't make it functional then just the asset itself should do as well, because I think I can add seat markers in the asset editor myself. Below is a screenshot of what I did with Procedural Objects to make the asset more like what I want, maybe somebody can make one. Upper asset is the original functional asset, the bottom row is the ones I customized using Procedural Objects. You can see I made three versions of the original asset in varying widths, but I think the most narrow one is all I need. However the wider versions would be great for any straight parts of the grandstands. I don't know how many seat markers you can add to an asset in the asset editor, but if it is the same as the 64 prop limit than the wider grandstands might not be filled with seats completely, which is why I think a narrow version will be better. Customized bleacher asset to make a grandstand with Finally below are some screenshots of what I did so far as a test using the Procedural Objects version I made, this would be as an example to show you what I want to achieve. Clipping the bleachers together to form a large grandstand, having a narrow version would make the curves smoother. This is what I achieved so far but it's also affecting performance a lot due to the hundreds of seat markers placed manually. Highlighting them all with Move It! makes my PC almost freeze lol, and I'm running a pretty good machine.
  13. Currently working on the public transportation of my city Atsuki. Started working on both the Central Station (Atsuki Station) and the next station down the line (no name for now). Atsuki Station will be located amid the tallest skyscrapers within the city and will be inspired by Tokyo Station, with big plazas and pedestrian areas and quite a bit of open space. This station will feature two Shinkansen lines acting as intercity trains, one line going East while the other line heads West. Next to that the station has several innercity platforms and also features an underground metro station. The pedestrian entrance going into Atsuki Station The Shinkansen at one of the platforms Overview of the entire Atsuki Station area The next station down the line is a lot different, this is going to be a train and metro hub where the Shinkansen bypasses the station. This station will be located in between very dense architecture with stacked layers crossing each other. This station is highly inspired by the Shibuya station. It features a Shinkansen bypass track, several inner-city train platforms and finally an interconnected elevated metro station that crosses underneath the train station. The two stations are connected either via road or by elevated pedestrian walkways for easier connection. All the stations have entrances on either side as well. View of the architecture surrounding the second station, I connected the metro and train stations using these glass roof props! Entire overview of the second station area View from one of the metro platforms looking towards the train station Road passing underneath the elevated metro station And finally a detail shot from the bus station that sits right in front of the main entrance to the train and metro station.
  14. Show us your Detail Shots

    Added a vacant lot of land to my city.
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