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reReticulated Spline

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Everything posted by reReticulated Spline

  1. For everyone using Blender, I created a template for new and advanced users. Cleaned up interface Custom Cities:Skylines material Lighting & Reflections Download the files in the link and open the Blender file with Blender. Then import the OBJ file (if starting from an existing model) and choose the Skylines material. You can load all texture maps in this material and you'll get a fairly accurate result of how the model will look in Skylines. https://drive.google.com/open?id=0B0VjwRXeG_O3d0JnRVR6TGVkS00 If you are new to modelling, download the Modtools from the steam workshop, activate it and look for a model you want to use as a base. Select it, choose 'dump' and find the files on your computer. Open the Blender file and follow the instructions included to load all the files. You can then focus on just the modelling and texturing without worrying too much about how Blender works. If anybody has any requests or questions, you can PM me.
  2. Modding Tutorial 1: Prop Remover

    Many thanks for writing this guide. I would like to try my hand at modding as well and your guide is very useful to help me get started. I am also new at c# so, I'll just have to learn harder. Using this tutorial (and a little peeking in existing mods) I was able to output some variables of buildings and change them such as electricity production for powerplants. For my next test I want to try to access information of the instances of buildings and get their output, like say accumulated garbage or something. For this I want to cycle through the instances in a city instead of the prefabs. It looks like you do something similar in the Make Historic tutorial, but I'm not ready for the serialize stuff yet and find the tutorial a little overwhelming. Can you tell me how to do this? I'm new to C# so I find your tutorials hard but not impossible. I do need to find mods on the workshop that do similar things in a very simplistic manner and crack them open with ILSpy to get more reference points. Maybe you can list some mods that are good learning materials for newbies as supplementary material for your tutorials. Once again: great work on the tutorials, I'll definately use them and see what I can build for C:S!
  3. Hello everyone! Want to add overpasses, sunken highways and subways to your city? Of course you do! Don’t want to use mods that might get ‘patched out’, buy expensive DLC or wait for some expansion pack a year from now? Of course you don’t! In these tutorials I’ll show you how to create these transportation options using terraforming-with-roads. The fact that you have limited terraforming options in the game using clever road placement was discovered some time ago. However there has not been a lot of exploration how to turn this to our advantage. This topic should help you get the basics down and then come up with your own creative solutions. How to read - Dirt roads are used to measure distance, you don’t need to actually put them down. (You can put down a small piece of Dirt road at the end to mark the distance though.) - All solutions are intended to be useful in regular mode even if you already have a city build. - Costs are high, but because it takes some time to create this stuff, running a $2.000+ city at cheetah speed means you don’t have to worry about money. - There are about three angles in which roads can slope. The minimum distance I use here is for the most common ‘middle’ angle. If you managed to create a steeper slope that goes all the way, you can use half the length described here. (Note that this requires luck and is dependant on the starting position.) - Digging down while the rest of the terrain goes up also decreases minimum length. How do you terraform with roads? Overpasses Before you start: Overpasses require you to dig a little into the ground. Therefore you cannot create one on the beach because it is too close to sea level. Other then that, overpasses can be created on any tile. (For overpasses on beaches use a curved road that starts on land, goes through the water and ends on land again.) Advantages - Roads can cross each other without interacting - Allows traffic turning left at an avenue without crossing the avenue first - Can be used on any tile - Very useful for tourism cities Disadvantages - Larger footprint than normal intersection Costs A MD Avenue / MD Avenue requires a $7.500 investment on top of what a normal intersection would cost. Sunken Highway Before you start: The Sunken Highway needs some depth to work. Therefore it cannot be created on or near beaches. That does not mean it cannot be used on flat tiles near the water though, you just need to create one a bit more inland. Advantages - Allows overpasses from ground level - Ground level overpasses require less time to create - Ground level overpasses require less space Disadvantages - Cannot zone along the Sunken Highway Costs A Sunken MD Avenue requires a $6.500 investment on top of what a the MD Avenue would cost. Subways Before you start Subways require you to dig almost twice as deep as sunken highways therefore, it is unsuitable on tiles that are near sea level. Subways are essentially underground street cards. You can connect them to your surface streetcars if you want. Advantages - Underground tunnels take up 0 surface space, therefore… - Build ANYTHING on top of subways! - Create the shortest connection between A and B (very useful due to AI) Disadvantages - Footprint for subway exits might be high depending on your design. - Requires a long empty stretch of land to initially setup. - Some destruction is required to place it in an existing city. Costs Digging a hole to subway level costs $4.500. Each new section of subway costs $13.000. A Streetcar depot costs $30.000. Maintanance costs are equal to streetcars Q&A - Are these options viable outside sandbox mode? Yes. I put the costs in each section. Keeping your city running while building helps keep down costs to very acceptable level. - I'm having trouble with the terraforming. Can you write a tutorial on this too? Terraforming is a little tricky and you need to practice it a bit. I'm still trying to find fool-proof ways to do it. If you want this as a tutorial, post a comment about it. I'm going on hollidays though, so don't expect it for weeks. - Can I build rail overpasses? Yes, although rail cannot slope on it’s own use this method: build a street slope first parallel to the road you want to go over. Then drag a rail to it’s end point from a 90 degree angle. Now your rail is on a hill ready to create a bridge. - Subways? Can’t I just build some super highways underground? When global warming causes the sea level to rise and the Netherlands drowns first, I know who to damn with my final breath. Other then that, yes you can. - Can I build subways over other subways? Yes actually. You can go full Dungeon Keeper in this game. You can dig as deep as sea leve. In order to decrease the depth at which you have to create tunnels, you can build a slope upwards at the tunnel entrance to ‘force’ the game to use a tunnel instead of going up similar to how we force a bridge by digging down with overpasses. You can probably create atleast 3 levels of subway. Although, tunnels can ‘cross’ each other without intersecting, so it has limited use. - What about Elevated Rail? This one is a bit trickier then the others so I’m still experimenting. You can use the tricks from the Overpass section if you want Elevated Rail now. Tip: if you delete the connection of a bridge and create another road from the bridge stump, it has a greater chance of staying a bridge and not reverting to ground level. Whew. Discuss, spread the word and improve on my designs and show your own tricks.
  4. About Specialized Industry

    Great analysis. I was doing some experimentation as well to check the 10% tax increase, but noticed that the taxes on a single industrial building fluctuate quite a lot. Do you know how taxes are determined?
  5. SimCity & Skylines: Mayor vs Mayor

    That ending cracked me up too!
  6. Green Propaganda

    Well, renewables SHOULD be cheap to maintain as you said yourself. I think the regular wind mill is well balanced. Offshore wind mills should be much more expensive to maintain though requiring ships etc. to maintain and being placed in more harsh conditions (i seem to remember it being the most expensive power source). Solar power should require a much larger size for the relative power it provides. So yeah, consider these two as 'futuristic' versions of themselves (together with the fusion plant). Coal, Oil and nuclear by contrast should have a much larger output per plant. They should take up MUCH less space compared to wind and solar. There also should be some way for a city that has access to coal/oil to use coal/oil really cheap. But if you don't have those as natural resources, wind should be the cheapest (provided you DO have high wind). Turns out reality is actually pretty well balanced if translated to a city builder. As for fallback of wind/solar: in Europe everyone is connected to the same grid. Excess power is sold to neighbours during peak and bought back when power output is low. Fuel based power plants respond by selling only when demand is up. But because there is no region/country in the game, we can forgive that simplification right? Is green power too powerful in this game? YES. (Advanced wind and solar at least). Calling it 'propaganda' is a bit silly though. Because that word implies some sort of pro-green-power-conspiracy of which the developers are a part. The whole idea that there IS such a thing as green propaganda is actually part of the information war against green energy.
  7. Newbie to the game..

    Remember that unlike previous simcity games, you can unzone underneath buildings to 'lock' them in their current density. It's a system you'll get used to easy enough. Avenues exist to combine roads with streetcars. I *think* sims can drive faster on them too, but I'm not sure. Now that I have Udon, I see no reason to use avenues anymore. You might also be interested in the road mods that have the word 'regional' on it. They allow you to build roads outside the city box and create extra city connections.
  8. Help me understand workers and work places

    Many buildings have a day shift and a night shift. The Wind power plant should have 10 low wealth jobs and 3 medium wealth jobs per shift. So it should either say 10/3/0 or 20/6/0. You'll notice commercial buildings that close at night only provide half the number of total jobs that the 20/7 commercial buildings provide. Add all of them up and you'll get to 80 total low wealth jobs. I haven't really checked Guillaume's mod enough to see what's wrong here.
  9. My modded city Willemstad

    Looks like somebody needs a marina mod. Great city! I made a water-based canal city myself a while back and was surprised just how much cooler it makes the city look. But getting those exact shapes is great. You should make a youtube vid showing your method. I'm sure a lot of people would really enjoy seeing how you terraform the waterways.
  10. Question about simcity cities of tomorrow

    Or rather: the new regions where ALSO given to normal SC users so people with the expansion pack can play alongside other players. Also in Sandbox mode ALT + U turns on/off futurization. Maybe you can use that to keep a city classic?
  11. UDoN 1.9 - Bug or Features?

    Maybe not the best topic to ask, but Xoxide's rants is asking for it. What are the plans for team 5? I know I'd like to see more tutorials on the web. I'd also like to see some documentation concerning property IDs. Is there going to be a SUGC website or some other way of communicating any of such information? And what else is involved in team 5? Great to see so many people working together on udon!
  12. Sure, but money has never really been a problem for me in this SC.
  13. As I understand it, it was only available for a limited time. Other free dlc might be limited available as well. You're not missing out on much. It's a medium density commercial building. But you can buy an insurance that pays at disasters.
  14. Project SUGCAM - We're (sort of) Rolling!

    I already gave some of these ideas in private but here's my take. Let's see what other people think. In general: - Food as (global market sellable) resource would do it the most justice in my opinion. - Food lots need to be added to the trade depot. - Supply chains to change different food types into other (more profitable) types sounds great but maybe should be implemented later? (I want to have fields in my cities asap ) - If at all possible it would be great to have fields that extend beyond the city limits (to help fill in the empty space around cities). - low investment low reward. It makes sense to easily convert an entire cityplot into fields with only a few residential to make it work Specialized To make agriculture more interested than just another tradable resource - a building that converts food resource into lots of freight (food preservation factories) to make it a viable alternative to industry (like sc4) - health as a bonus to agriculture (like omega-esque trucks delivering fresh food to local commercial which reduce germs or local food deliveries that work like wellness trucks)
  15. UDoN 1.8, Regional UDoN, Regional UDoN Bridges

    Looking foreward to the new version! I'll be sure to try it out when released. In a water-filled city appearently. As I mentioned in the comments of the mods, I'd like to see the streetcar tracks also receive a UDON version of them somewhere in the future. That way you can force streetcars to follow a predetermined path. (I'd like to force streetcars to deliver sims after picking them up instead of greedily picking up more people from nearby stops.)
  16. Property ID's

    Hello all! As I am working on my first mod, I find that there are many property ID's that I WANT to change but can't find easily because they are not named. However we can name them ourselves in SimCityPak. So what's the deal? Are there any lists of what people have found out themselves so far? I think it would be a good idea to share what we know here. PropertyID Type Decription 0x0C1302E9 Float Jail Cells (# cells) From SSign's landvalue increase mod description: 0x0E585AE2 Float Negative landvalue (0-1500) 0x0E585AE3 Int32 Negative landvalue range(1-3) 0x0E585B02 Float Negative landvalue (0-1500) 0x0E585B03 Int32 Negative landvalue range (1-3) 0x0E585B06 Float Negative landvalue (0-1500) 0x0E585B07 Int32 Negative landvalue range (1-3)
  17. About alt w

    Is your game paused? It takes a second of game time.
  18. SimCityPak - Modding Tool

    This tutorial shows you how to load the language files: Try a fresh install of the program.
  19. Specializations / Region design help

    The best tip for specializations is that when you start a city and go to the specializations menu and select a specialization, you'll see a "Guide Me" button next to your advisor. This activates ingame missions that help you set up your specialization and pay you cash for completing them. Play around with these missions a bit and you'll be fine.
  20. Strange RCI Demand. Help.

    Hey! Here are a few pointers: There is NO relation between freight and goods. Commercial needs some freight at regular basis or they lose profit. Goods are automatically generated in the morning wether the commercial building got any freight or not. Goods determine how much a profit a commercial building can make during one day. As for the relation between residential and commercial: a few times a day residential sims (shoppers) will go out and look for commercial buildings (or parks or other 'happiness generators) and spend money there and go home again. Easy to reach commercial buildings will sell out in no time, while difficult or far away commercial buildings might not get enough shoppers. Traffic can also prevent sims from reaching commercial buildings in time to shop multiple times per day. As you can see from your RCI demand, you have far too much commercial. You can replace a lot of commercial for more residential.
  21. How to see if there is already an upgrade in the region

    Oh definately. It's on the "should have been better" list. Just not very high on said list in my opinion. At least it has an easy workaround.
  22. How to see if there is already an upgrade in the region

    A HQ unlocks it's respective buildings for the entire region right? So shouldn't you be able to deduce it off what's unlocked in the specialization menu? Not 100% sure though and it still doesn't differentiate between the trade HQ and the others in how stuff is unlocked. Don't know about Omega though...
  23. Is this possible?

    There is a mod by SSign that increases the range of a few parks. There are only 3 range sizes though as far as I can tell. You CAN change the intensity of the landvalue though, so you can make a mod that gives a park full land value in the largest range so you don't have to build multiple $$$ parks just for a few patches of high wealth land.
  24. Making a Building Mod

    I'm still in the proces of learning myself (started a few days ago). But here is my suggestion: 1. Download Oppie's SimcityPak (http://simcitypak.codeplex.com/) 2. Watch and read all tutorials you can find 3 practice the retexture tutorial 4 use SimcityPak to open SimCity_Game.package 5 look for the Property File (Unit) of a similarly sized building 6 notice the LOD properties and the links behind them 7 if you click the link you'll see the 3D mesh 8 export the meshes from all LOD links (which mesh is used ingame depends on how close you are zoomed in to said building. In order to keep framerate high, distant buildings have simpler models.) 9 use a 3D modelling software to create new models for all zoom levels. (Use the exported meshes as size and complexity reference.) (Blender is a free program you could use http://www.blender.org/) 10 create new textures to fit your model 11 ask for help on how to import it into SC. I've heard people are working on a tutorial so maybe it'll come out before you're ready for step 11. If, like me, you want to create a building which is functionally different from existing buildings and don't want to wait for the tutorial you'll have to experiment and ask around with specific questions. But from your description I would think making a duplicate of the Willis Tower or Empire State Building maybe with slightly adjusted numbers should be sufficient. Architecture tutorials for Blender can be found here: http://www.blenderguru.com/ http://cgcookie.com/ (Keep in mind that your SC models should be considerably less detailed. Maybe you can use a detailed model to create a normal map.)
  25. Mod Help, locateing Texture files

    In the Shuttlebus property file you can find the link to the models (which aren't properly named yet). In the model file (0x20252f30) select the Material TypeCode. There you can find the Texture ID for the textures. 0xfcb1f8b7 for the diffuse texture, the others for special material properties (see above link).
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