Jump to content


  • Content Count

  • Joined

  • Last Visited

  • Most Liked  


About Ronyx69

  • Rank

Profile Information

  • Location
  • City-building game(s)
    Cities: Skylines

Recent Profile Visitors

2,186 Profile Views
  1. Because people still keep making overexposed assets, I made some color test charts: https://steamcommunity.com/sharedfiles/filedetails/?id=1414802020
  2. There's example asset source files in the description, there's nothing to explain, there's no illumination map or any other textures besides diffuse, it's just additive, looks simlar to the screen blending mode in photoshop.
  3. Yeah I did see that, this mod was made way before it though, and I'm too lazy to change it. This pretty much guarantees I will never use it then.
  4. Additive Shader Mod Released: https://steamcommunity.com/sharedfiles/filedetails/?id=1410003347 Example Asset by Teldaril: https://steamcommunity.com/sharedfiles/filedetails/?id=1409297462 Also started working on some Racetrack stuff (formula cars modeled by Cozonaq will also be a thing): Also in these last 2 pictures you can see WIP short grass 2. I was thinking about making a mod for the grass, so you could show/hide it and also change the color, so you can match it to your map theme grass, otherwise it looks really wrong (same problem with my old short grass). Also it's really unplayable with this on screen, that's 1k tris per prop, and about 1k props for that small area, so it's about 1 million tris in that screenshot, which is why a mod to show it just for screenshots and hide it while actually playing might be good.
  5. No, the terrain height map resolution is 1081x1081, the extra 1 is there because it's a grid, and there's a pixel for each "interesection" on this grid.
  6. I just dragged a road over the map lol. Also you can see the math in many parts of the game refers to 2160, 1080, 17280 etc.
  7. Too small as in it feels like a larger area has been squeezed into a smaller image? If so, that is likely, because everybody (including terrain party I guess) assumes the tiles are 2 x 2 km and the map is 18 x 18 km which isn't precise, tiles are actually 1.92 x 1.92 km and the map is 17.28 km. Tiles are 240 cells wide and the map is 2160 cells wide, and each cell is 8m.
  8. Some stuff about submeshes: Shader Change for Building Sub Meshes Shader Change for Vehicle Sub Meshes Flags for Building Sub Meshes Flags for Vehicle Sub Meshes
  9. Thought this is worth a little announcement: sub mesh LOD textures are broken, it's a bug confirmed by the dev and will be fixed in the next update: https://forum.paradoxplaza.com/forum/index.php?threads/cities-skylines-steam-sub-mesh-lod-textures-dont-import-save-load-correctly.1101903/ So it's not a good time to make releases using sub meshes, but it's a good time to experiment with them and start making your assets, as a working lod is not required to figure out how this stuff works. Also additive shader has been updated to support both building and vehicle sub meshes as well: https://steamcommunity.com/sharedfiles/filedetails/?id=1201934559 And since additive shader doesn't work for LOD anyway, the script removes LODs, so these can already be used for releasable assets, the mod itself will be publicly released once somebody makes an asset using it.
  10. I haven't tested sub meshes much but it seems really weird if it doesn't support shadows, maybe it only doesn't cast shadow on the vehicle itself? As for the LOD, again I haven't tested but so many people are complaining about that, I am suspecting there's some kind of a problem with sub meshes. Overall we get annoying limitations which we have to sneak around using scripts and mod tools, like can't add sub meshes to trailers through the ui, can't set all the appropriate flags for hiding/showing main mesh, all flags don't show up by default... You can change the sub mesh [1] shader using this: var asset = ToolsModifierControl.toolController.m_editPrefabInfo as VehicleInfo; var shader = Shader.Find("Custom/Props/Prop/Default"); asset.m_subMeshes[1].m_subInfo.m_material.shader = shader; asset.m_subMeshes[1].m_subInfo.m_lodMaterial.shader = shader; Are you using a sub mesh for that, maybe that wouldn't generate that.
  11. They have specifically coded some flags to show up in the editor in general, and some for specific vehicle AI. All vehicle flags: public enum Flags { Created = 1, Deleted = 2, Spawned = 4, Inverted = 8, TransferToTarget = 16, TransferToSource = 32, Emergency1 = 64, Emergency2 = 128, WaitingPath = 256, Stopped = 512, Leaving = 1024, Arriving = 2048, Reversed = 4096, TakingOff = 8192, Flying = 16384, Landing = 32768, WaitingSpace = 65536, WaitingCargo = 131072, GoingBack = 262144, WaitingTarget = 524288, Importing = 1048576, Exporting = 2097152, Parking = 4194304, CustomName = 8388608, OnGravel = 16777216, WaitingLoading = 33554432, Congestion = 67108864, DummyTraffic = 134217728, Underground = 268435456, Transition = 536870912, InsideBuilding = 1073741824, LeftHandDrive = -2147483648 } In this example, I will set the forbidden flag to GoingBack for the first submesh (there's also submesh 0 which is null, and is used for the hide/show main mesh condition), this is used for the vanilla forestry full trailer sub mesh: var asset = ToolsModifierControl.toolController.m_editPrefabInfo as VehicleInfo; asset.m_subMeshes[1].m_vehicleFlagsForbidden = Vehicle.Flags.GoingBack; asset.m_subMeshes[1].m_vehicleFlagsRequired = 0; So you can try putting any flags there, 0 means none. It seems to save, but I haven't tested anything more.
  12. Some new stuff in patch 1.10 (Parklife) for asset creators: Here's the updated prop rotating script (mod was updated as well) with clock support: https://gist.github.com/ronyx69/595c837a3141eb9c894168e385727217
  13. An article is planned for every prefab type, and then also other specific and advanced stuff as well. Of course it's going slow because I'm lazy. But it will be anything but quick, it's probably going to be the longest article on the entire site, there's so much to cover about networks.
  14. Released line decal networks: https://steamcommunity.com/sharedfiles/filedetails/?id=1392183934
  15. There are 2 reasons to use a sub building instead of a prop: Don't need to publish it before adding. Type-in precision positioning in asset editor This video explains everything you need to know about the rotors shader: https://www.youtube.com/watch?v=ELoMC1rWOSc And you can also download example asset source files of my Apple Store, Bauhaus, and Pools (all using rotors shader for something) on my help thread: http://community.simtropolis.com/forums/topic/73460--/