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PaulJChris

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About PaulJChris

  • Rank
    Sophomore

Profile Information

  • Gender
    Male
  • Location
    United Kingdom
  • Interests
    Asset builder and modder
  • City-building game(s)
    SimCity 4
    Cities: Skylines
    Cities XXL
    Cities XL

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  1. I thought I would start a thread to showcase this imaginary full 18 layout I built for my city. I know there are some great golf assets out there and some really cool looking courses so post them here. I will start by sharing my effort: Take a virtual tour by hole by following the spoilers below: Hole 1
  2. Was trying to detail my golf course with hole number boards but did not want to make 18 copies of the same thing just with a different number so I quickly made this pack of procedural numbers and letters to enable procedural numeric or alphabetic detailing. Uploaded to the workshop just in case anyone else can make some use of them. They can potentially be used in a wide variety of situations (custom road and runway markings, platform numbers, helicopter pads , Hollywood type hillside signs etc, etc) if you are into adding extra details and have a bit of patience. The linear letters can also be stretched out infinitely as an alternative to the Prop Line tool where for example one stretched out letter "I" could replace numerous individual line decal assets to save performance. Procedural objects are ignored by the game engine in terms of counting towards the total count which is quite handy if you are close to the limit. http://steamcommunity.com/sharedfiles/filedetails/?id=1139717359
  3. Driving range now published to the workshop http://steamcommunity.com/sharedfiles/filedetails/?id=1139070561
  4. I am having fun trying to build a full golf course with my newly published creator but I missed my driving range from CXL because it was modelled at 1-1 scale as opposed to the scaled back vanilla range so with some fiddling about with sub buildings I managed to bring it into skylines. Can be useful as part of a golf course complex as in these screen shots but I also thought it might be useful as a standalone leisure facility in a more urban setting.
  5. The golf course creator is released to the workshop http://steamcommunity.com/sharedfiles/filedetails/?id=1134520715
  6. Pack I think is done. In the end I made a par 3 , par 4 and par 5 straight hole template and 2 procedural bunkers (5 models in all but still very light at 4MB total download. This is my first attempt at a realistic par (long hole) 460m par 5 and it turned out ok I think. The best part of this set apart from it lightness of resource is the fact that it can handle changes in elevation which makes for more realistic layouts iMHO having played a bit of golf in my younger days. This hole took about 20 mins to make starting from a dead straight procedural asset template. Things like green shape and tee box size and position can also be adjusted while in the game. The bunkers are dropped in over the top , they can also have their shape and size altered.
  7. Decided to take a break from CXL importing and make something new for a change . I wanted a golf course so I downloaded the existing one from the workshop which is very good indeed but weighs in at 45MB. This prototype procedural golf hole can be made in to any shape , lengthened , shortened , curved , whatever shape hole you want basically and comes in a 600k. Still need to refine the textures but this is a working prototype so good progress so far.
  8. The old city walls set are now uploaded to the workshop ( 6 asset pack ) . The procedural asset mod really allows these to work, they didn't really take off in CXL because of problems with placement, I hope they fare better in Skylines world. http://steamcommunity.com/sharedfiles/filedetails/?id=1128258543
  9. Next up the medieval city walls loosely based on those at Avignon in France as requested earlier in the thread. First import turned out not so bad. 4 procedural props in this set , wall section, gate house, square tower, round tower all designed to be placed together for maximum flexibility of layout. It actually looks better than it does in Cities XL due to the better lighting system in Skylines.
  10. One last one added ( saving the best til last) to the workshop today. Another old stone rail bridge which can also carry roads. http://steamcommunity.com/sharedfiles/filedetails/?id=1127120167
  11. 4 procedural prop bridges (3 stone and 1 rail) now released to the workshop. http://steamcommunity.com/sharedfiles/filedetails/?id=1126712070 http://steamcommunity.com/sharedfiles/filedetails/?id=1126717533 http://steamcommunity.com/sharedfiles/filedetails/?id=1126716539 http://steamcommunity.com/sharedfiles/filedetails/?id=1126719231
  12. Thanks for your positive comment. With regard to the width of the bridges , the whole point is that they are all made as procedural objects so the width can be adjusted by the player dynamically while in game to take any type of road or rail road in the game from a pedestrian path up to a highway. This adds a lot of versatility to the models at the expense of being a little bit more fiddly to place as the procedural objects mod interface takes a little bit of practise to get used to.
  13. latest bridge here - I hope to release them over the weekend at some point
  14. I wont release another version to the workshop with just a slightly lighter texture but I am happy to upload my original source diffuse map from the CXL model here and you can then adjust it to your hearts content in PS or similar. Then unpack the asset, replace the diffuse map remembering to keep the file name the same as the original , then resave a local copy of the asset for your personal use just as Darf has done. Alternatively I am ok with Darf sharing his adapted diffuse version with you if he is happy to do so.
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