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Highway Sign Maker - For Cities Skylines?
LeeMeister57 replied to Need4Camaro's topic in Cities: Skylines Modding - Open Discussion
@tony56a1 I started working on a sign template that has more realistic proportions (thank you, MUTCD) in Inkscape. In the process, I've discovered that the double gantry sign textures are mapped at 90 DPI and the single signs are mapped at 72DPI. If this is something that can be fixed before everyone makes a tons of signs, it would be great if the single sign could be changed to map at 90 DPI (965x432.5px -- give or take a half pixel on the height) that would be super cool. It will be just fine if it's left alone, but it might be a little less confusing exporting from my finished template. Just let me know. THANKS!- 33 Replies
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Highway Sign Maker - For Cities Skylines?
LeeMeister57 replied to Need4Camaro's topic in Cities: Skylines Modding - Open Discussion
Awesome, sounds great! One other tip I forgot in the midst was that I use the Prop Line Tool to measure distance along my route, since you can set props to appear every so many meters. So I set it to some multiple of 100m, and since I'm using miles, 200m = approximately 1/8 mile, 400m = 1/4 mile, and so on.- 33 Replies
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What graphics card do you play C:S with?
LeeMeister57 replied to Ichigo951's topic in Cities: Skylines General Discussion
I have an R9 390 on a Core i7-6700k with 32GB RAM and an SSD. When I run the vanilla game, city size doesn't seem to be a problem. When I add the 15-25 mods I'm using and my custom assets, it takes a while to load, but it runs quite smooth for the most part on my 4k monitor, even with the graphics set to be super high. It's all air cooled for now too...so it's pretty loud with CS running, even paused. -
Source Files Error
LeeMeister57 replied to Simbro2016's topic in Cities: Skylines Modding - Open Discussion
Sometimes all you have to do to get duplicate assets is have autosave turned on and open up something in the asset editor. You have to be careful not to accidentally unsubscribe to an asset when you delete the autosave.crp file too...it's better just to go into the assets folder in the computer's file system and delete by hand :-/ -
Highway Sign Maker - For Cities Skylines?
LeeMeister57 replied to Need4Camaro's topic in Cities: Skylines Modding - Open Discussion
@tony56a1, I have to say that I love what I'm able to do so far! I am making lots and lots of signs now! As far as little tips and tricks I've found... Download a free version of the Highway Gothic font here: http://www.cufonfonts.com/en/font/8582/highway-gothic. If anyone wants their signs to look like the real thing (for countries like the U.S. and other listed above), this where they can get the font for free. I use the Expanded version of it mostly. As far as size goes, I was losing my mind at first trying to get everything to look right, and so I played with the PNG size a bit to get results that look good up close. I've attached a ZIP file that includes some of the more likely blanks one may want with the tweaked proportions. (582x364 for both double gantry signs and 772x346 for the single highway sign) If you'd like to share them with everyone, you're more than welcome to do so...it's a small way of giving back to this awesome community! I made a template in some really antiquated software that allows me to crank out signs quick. The bummer is it's antiquated. When I get into something newer, I'll share that too. Don't delete or rename any textures you're using! When I made my first few signs, I was a little sloppy. I decided to rethink things and redo a few, plus I had to refine my naming convention since extra periods (.) in the filename messed with your mod. In the meantime, changing the filename caused ALL of my texture-replaced signs to disappear!! The overlay ones were all still present, but my point is that it's REALLY important NOT to delete any of your sign textures or everything disappears! The good news is that I deleted all the signs I could find and saved my game, then reopened and much to my delight I could put in new signs again. WHEW! signtexturetemplates.zip- 33 Replies
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Show Us Your Skylines Interchanges
LeeMeister57 replied to Vahr's topic in Cities: Skylines Showcase
@accapulco I love your toll bridge! Very realistic to have one there.- 645 Replies
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Show Us Your Skylines Interchanges
LeeMeister57 replied to Vahr's topic in Cities: Skylines Showcase
I am trying to build a very bipolar city. It started as a test for some ideas I had about using freight terminals and public transportation, and has taken on a life of its own. The older East Side has all of the public transport goodies, while the West Side has lots more freeway and basically only a few streetcar lines and rail park-and-rides. Here's a huge interchange to provide high capacity access to my waterfront The waterfront includes a stadium and expo center, as well as river crossings to my CBD and southeast residential area. You'll see that it's fairly compact with lots of layers and no tunnels. I tried to tunnel the rail, but a trench looked more natural in the end. Timed Traffic Lights in Full Effect After crossing the river, the road splits into two one-way roads across the entire CBD. This happens all the time in American cities, since it's usually cheaper to build one bridge, and it's usually cheaper than widening streets that were never intended to get as busy as they got. There's a group of 6 coordinated signals to handle traffic to and from the bridge, and then there's another 14 that are coordinated in the central city. Closer to the ground at night Double three-way interchange...sort of Originally this was two three-way interchanges. It didn't look this cool though. I wish I'd started using Sharp Junction Angles and Precision Engineering earlier in this city, this would look much better. But it still looks pretty cool. Closer to the ground at the crack of dawn Three-way stack with two trumpets This was the first interchange from the vanilla map that I reworked. I fixed it a little more and wove in the rail and surface road when I got Move It! and Fine Roads Tool. WOW do those mods make the previously difficult so much easier and prettier! Stack, SPUI, and Basket Weaves/Marginal Roads The stack was all done in the vanilla game with only a little increase in spacing with Move-It! when I started using mods at 100k pop or so. The SPUI was interwoven because I expect it will eventually be needed. The basket weave/frontage roads were done because I have a ton of density in this area, including a big busy incinerator asset I modified to have 150 or so garbage trucks on the road. I couldn't just pick and choose which cross streets to connect to freeway, because I knew the interchanges would just get overwhelmed. Traffic flows nicely though, although some SJA/FRT/PE/Move-It! rework may make it look a little better. I'm using a single Timed Traffic Light at the SPUI, and two coordinated signals on the most easterly interchange because of the complex intersection. I tend to build what many would consider messy traffic setups in this game...mainly because real cities often have them and most manage to cope pretty well with coordinated traffic lights and compact ramp designs. See the full writeup here: https://imgur.com/a/Wwsi3- 645 Replies
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Judazzz' C:SL Goodies - Update: American Roadsigns v2.0.0 (complete overhaul)
LeeMeister57 replied to Judazzz's topic in Cities: Skylines Modding - Open Discussion
@Judazzz I am DROOLING here! I forgot that you also posted shots of that awesome Ohio Valley city! This sounds like a huge step forward and I love it! -
Highway Sign Maker - For Cities Skylines?
LeeMeister57 replied to Need4Camaro's topic in Cities: Skylines Modding - Open Discussion
@Judazzz DROOL!!!! That looks incredible! @tony56a1 your mod was exactly where I was going to start looking! It's going to take a while for me to catch up though...probably.- 33 Replies
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Highway Sign Maker - For Cities Skylines?
LeeMeister57 replied to Need4Camaro's topic in Cities: Skylines Modding - Open Discussion
Hi, are you still interested in doing this? I am a highly experienced coder and would love to work with a modeler on this! I have been thinking it would be cool to apply my coding experience to C:S, and I am thinking this would be an ideal mod to start on. I know someone else has already come up with a mod that does some what you're talking about, but I'd really like to take this a lot further than they have.- 33 Replies
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