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art just right

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Everything posted by art just right

  1. Speed bump Steam workshop: Speed bump: https://steamcommunity.com/sharedfiles/filedetails/?id=1400214800
  2. Asphalt and pavement road (8m width) Steam workshop: Asphalt road: https://steamcommunity.com/sharedfiles/filedetails/?id=1398431305 Pavement road: https://steamcommunity.com/sharedfiles/filedetails/?id=1399095368
  3. Oh...If i remember correctly, those glass parts were part of sub-building. Glass had diffuse and alpha map, then i used this script by Ronyx69 I dont remember reason why i used building instead of prop for the glass part, but i did //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); then I added as sub-building and saved (glass dont need to be uploaded on workshop). Hope it helped.
  4. Thanks much! Well I really dont understand what rotor shader is and never needed to use (only for paris asset). I used prop variation as color variation (4 colored diffuse textures and 4 models) and color variation as shade variation (used white/black color only) - because i didnt want every green color to be exactly same color, etc... . Maybe its i a bit consfusing :X
  5. Wheelie bin pack (functional) Steam workshop: FULL COLORED PACK: https://steamcommunity.com/sharedfiles/filedetails/?id=1389908178 LID COLORED PACK: https://steamcommunity.com/sharedfiles/filedetails/?id=1398075126 Spawns in front of buildings when trash is cumulated. Soon you can expect improvements! Still you can place manually where you want. Will come in colored whole bin and colored only lid (depends what you prefer)
  6. Metal bin (functional) Steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1386088603 Spawns in front of buildings when trash is cumulated. Soon you can expect improvements! Still you can place manually where you want.
  7. White delineator Steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1382003918
  8. Electrical boxes pack Steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1381922465
  9. Concrete barrier pack Steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1364017064 Contains terrain conforming (5 parts) and elevated (4 parts).
  10. Empty billboard Steam workshop: version A https://steamcommunity.com/sharedfiles/filedetails/?id=1347431422 version B https://steamcommunity.com/sharedfiles/filedetails/?id=1347431780
  11. Last few months I stopped playing the game and started practising with modelling and texturing. And I am back! Le Mur pour la paix (Wall for peace from Paris) Steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1339785285
  12. It took me some time, but finally first rural road is on workshop! You can subsribe here HOPE YOU ENJOY!
  13. RELEASED: Seuyba Biggest thanks to Ronyx69 who made my dream real. Was really impressed by Seychelles vibe so I decided its right thing! He made absolutely insane job, map theme, lut and rocks - all looks so amazing! He deserves respect!Special thanks to: pdelmo, MrMaison, Sparks, Lazarus*Man, hikke, Czardus, soldyne, vasimr22, BloddyPenguin, Judazz, boformer, Heuristic, thale5, DRen72 Hey Simtropolis Community! This is my first serious project This gonna be my seat of Seyuba! based on Seychelles all content at one place! IF YOU HAVE ANY GOOD IDEA, LET ME KNOW! Planned stuff: Max. 30k pop Small "city" with only one famous avenue Many different rural areas "Poor" living for locals, high life for tourists One two lane highway across 1/5 island, other gonna be one lane roads Airport Harbor Port Sport district Hope you enjoy!
  14. Seyuba, Project Rich Water

    Seuyba - Map Preview https://youtu.be/hme9-e94nIw
  15. Seyuba, Project Rich Water

    New tree on workshop by @Voeille , I recommend at least check it! Really great job! Keep it up! (Highest tree on the left)
  16. Seyuba, Project Rich Water

    Seyuba released: here Biggest thanks to Ronyx69 who made my dream real. Was really impressed by Seychelles vibe so I decided its right thing! He made absolutely insane job, map theme, lut and rocks - all looks so amazing! He deserves respect!Special thanks to: pdelmo, MrMaison, Sparks, Lazarus*Man, hikke, Czardus, soldyne, vasimr22, BloddyPenguin, Judazz, boformer, Heuristic, thale5, DRen72 Hope you enjoy!
  17. First road i will release will be National Highway. It will contain ground and elevated segment. Metal supports as prop, concrete pillar as building. Elevated segment: 1008 poly Lane width: same as vanilla (but shoulders are much narrower)
  18. Another quay in progress I plan two versions, one with fence on top floor and one without. At the moment trying to add pillars.
  19. Thanks much for this answer, now i understand it! Anyway it seems a bit more complicated.. Sometimes i am watching your streams, but i think u didnt do this in stream, right? And I hope there gonna be demand for that mod, because it give a bit more interesting visuals..
  20. Thanks much! Actually I tried both. Move UV to different position and mirror them.. I can mirror only in x axe..(In 3DS i can mirror both - x and y axe of texture, but in game i am able to see only x axe change)... Sooooo weird, maybe it isnt working for networks? Or maybe seamless edges? Thats thing i absolutely dont handle..:X But if its true, its real shame
  21. Here is my first serious thing. I called it Angel Quay (assymetrical quay) What do you think? P.S. Have problem change position of one one stair (texture) in Y axe. In 3DS max i see it changes, but in game it is still same.. Now it looks so bad when both stairs have identically positioned texture.. Texture size: 1024x1024 (I think i should use 512x512 because its smaller than for example buildings..but dont know)
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