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mntoes

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Everything posted by mntoes

  1. Ah thank you. New it had to be something simple.
  2. Sure this is the one. //building rotors (cube) var shader = Shader.Find("Custom/Vehicles/Vehicle/Rotors"); var asset = ToolsModifierControl.toolController.m_editPrefabInfo as BuildingInfo; if(asset.m_material != null) asset.m_material.shader = shader; if(asset.m_lodMaterial != null) asset.m_lodMaterial.shader = shader; var w = new Color(255f / 255, 255f / 255, 255f / 255, 1f); asset.m_material.SetColor("_ColorV0", w); asset.m_material.SetColor("_ColorV1", w); asset.m_material.SetColor("_ColorV2", w); asset.m_material.SetColor("_ColorV3", w); It has worked fo me before? Thanks
  3. Ok small problem on my latest project. I am trying to use mod tools with the rotor shader to produce some glass. I have had this working before but don't know what I am doing wrong now and I'm pulling my hair out! When I try to run the script in mod tools I get this error:- My object is names is "Mesh" and the diffuse texture is named "Mesh_d" . I have re-installed mod tools but no joy. Any Ideas? It must be something simple? Work so far:-
  4. Hi , no problem. I imported the asset on a 1x2 lot so I guess it must have been of a smaller scale. There is an option under "Building general/expand front yard" that you can check to give it more room at the front, although I have to experiment with this myself yet. I still have a long way to go with signs myself so can't really advise you on them. I think the only way for people to test your asset for you is to attach the completed crp file to your post as you have been doing. I always use the default template so have never messed with any stats. To delete old file copies go to:- user name/AppData/local/Colossal Order/Cities_Skylines/Addons/Assets and delete the older crp files. You will need to have hidden items viewable. ( Explorer menu (windows 10) "view" "Hidden items") To save having to navigate to this file all the time make a shortcut on your desktop.
  5. The background colour for your illumination map should be grey (value 192). I think you appear to be getting some of the "halo" from the weird shape above your round metro sign on the illumination map. Not sure if you intended to illuminate something there? Don't know if this is the best way for signage but here is my quick attempt at an illumination map for you building. You can experiment with the values as advised by hemeac. This map just illuminates the door windows and sign. I'm sure someone will advise if there f a better way.
  6. Thanks for the reply. Perhaps I should explain myself better. When I re-read my question was not very clear (sorry). I'm interested in how you did the glass on Le Mur pour la paix it looks so good.
  7. Really good work, love the spawning bins. can I ask a question? Did you amend the script (values) for the rotor shader? Whenever I try to use it the ground shows through the glass but not the props? Just asking
  8. Problem solved thanks againto Ronyx69 & Avanya . Art deco pack 2 now uploaded. https://steamcommunity.com/sharedfiles/filedetails/?id=1384510246 Picture gallery in order Houses 6-10 :- While I am still working on further Art Deco (now and again) I have now moved onto a pack of UK detached housed as I feel to have done nothing but Art Deco for ages..lol First one up is from Leeds UK, a four bed detached.
  9. Thank you both. That makes sense.
  10. Problem. I have uploaded the housing pack now to Steam. When I uploaded the file I included five lot files and one prop file (a garden wall) all in the same folder. The only problem is that the garden wall does not show on the lot when I plop it with Rico?. The content manager shows that I am subscribed to all six files and they are enabled. Is this a problem with Rico.? I wanted to plop them to take extra screen shots. Is this a problem with Rico? Will subscribers see the prop ok?
  11. Yes agreed it sounds like the missing .png. Post us a picture of your asset soon we all want to see your success
  12. Post your .fbx file and texture file again for someone to look at. Are they both in this format - building.fbx and building_d.png ?
  13. Skylines Wiki for further info. https://skylines.paradoxwikis.com/Asset_Editor
  14. A very thorough guide. Couple of points, under "Main Textures" Alpha_(a ) the word (link) does not link to the rotors shader. Under "Lot size" a typo the word Size is written as "ize". If I spot any more i'll let you know.
  15. Thank you both. I guess it was the 512 x 512 that I needed to know.
  16. Wow been a while since I posted here. Coming soon Art Deco Housing Pack 2 I have a quick question before I up-load them to steam.Does anyone know how to get a square picture on the Steam page as apposed to the default rectangular one?
  17. You have two objects in your scene the building and a large plane underneath that is a separate object. Everything must be one object. I have deleted the plane and exported the model ok. If you want the ground plane with the building then in object mode select the building, hold shift and select the plane. Then hit Ctrl j to join them as one object. It should export ok now. See pictures. Remember that only one side of the face will display the texture that is why on the second picture your wall becomes see-through. To resolve this select the faces of the wall select shift d (to duplicate the faces then hit w and select "flip normals" I have my scale set to 1 but that all depends on the set-up of your blender scene. 1 works for me 800 may work for you. try it and see. You'll soon know if 800 is too big. I'm sure there is a video about setting-up the units for Cities Skylines but I can't remember where. Edit. just realized that you will be using the "mirror" modifier....duh..
  18. Ah ok. Take a look anyway at this video it covers Illumination and specular maps. In practice it's not quite so involved (although i'm sure there are better mothods out there) Don't forget the guides on the workshop too. I think windows 7 should be ok
  19. What modelling programme are you using.? Out of interest I have tried to import the FBX file into Blender and it won't allow me. It will Import into the Asset editor ok but the illumination map and the Specular map don't seem to work. I take it the second picture is the illumination map if so it is most odd. Why would you have the building illuminated and not the windows?
  20. Have you got the model set to ground level?
  21. Shannanigan: WIPs & Stuff

    I've never seen a tattooed lady but I've seen plenty of bearded ladies at work!. Loving the whole circus theme here.
  22. Ok tried this out today and got it working. I could not get the script to paste into the console by using the mouse (right click/paste). I turned off the virus programme and stared the game with no workshop but still no luck. If anyone else has the same problem place the mouse in the run box and select CRTL+V and that will paste the text in for you.
  23. Truly stunning, my jaw dropped so fast it hurts!
  24. Thank you. You caught me just as I was editing my post. It's the F7 bit I needed. I presume the script becomes part of the asset and is best for props. EG to make a greenhouse the glass would have to be a separate prop? and then placed with the main model on the lot.
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