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About Ronyx69

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  • City-building game(s)
    Cities: Skylines

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  1. Shannanigan: WIPs & Stuff

  2. I have no idea what exactly is going on there. The animuv shader was fixed a while ago. Using the mod/script you can set up whatever uv animation you like. http://steamcommunity.com/sharedfiles/filedetails/?id=940299505
  3. ackhshually Mipmapping is in the vanilla game, as is anisotropy. But the mipmapping is very strong by default (making things lose resolution quickly as you zoom out), so the sharp textures mod reduces the mip map bias to make it less apparrent. It also sets anisotropy to a specific value for all textures. By default, most textures have anisotropy quite low and it's not the same for all textures either.
  4. I made a new mod so you could set custom tiling for network segments/nodes. Makes it easier for asset creators to texture networks (roads, walls canals etc.) by allowing to control the tiling amount. Depending on the situation, might make textures look better or be more efficient. Mod: http://steamcommunity.com/sharedfiles/filedetails/?id=1274199764 Script: https://gist.github.com/ronyx69/db4e7c41fe80020e31d9bd2e1e1196f8
  5. It is C#. The correct line for that is: (without the period before the number) ToolsModifierControl.toolController.m_editPrefabInfo.m_props[9].m_finalProp Still it's irrelevant because of what I said, this prop array represents only what was loaded into the asset editor, it doesn't represent the temporary state where you have placed/moved/removed props, it stays the same, until you save the asset and load it again. Also finalProp just references the prop prefab used. I don't know what instantiate means though. The console is how you run a script, I'm not sure what else you're trying to do. I only expect "using" to be in the code for mods, not scripts. I am not a developer/programmer though.
  6. It seems they wasted a lot of tris for the fenders, both for the top and underside, also the rim cylinder faces have some useless subdivisions... Yeah now I found a couple, one has very weird normals and twice the tris and the other is some electric colorful thing. Released the japanese fire station: http://steamcommunity.com/sharedfiles/filedetails/?id=1266433381 Also made some antennas for it, which can be useful for any building:
  7. So I've started multiple projects, so I don't get bored with grinding the same one all the time: Odaiba Time24 Building, not sure if I should have started this, usually don't do tall buildings: Japanese Low Residential: planning to make 3 packs of 4 buildings each Bikes: there don't seem to be any custom bikes at all, so I decided to make some, thinking this sporty one, a simpler one, 1 old timey and 1 kids bike, vehicle & prop versions this is the first test import as a prop, ignore the incorrectly lit looking tire (mistake with normals) It's definitely overdetailed for a bike, but I'm bored of making blurry and boxy stuff so I'm keeping it. Here's vanilla (596 tris, 32x32) vs mine (990 tris, 512x256)
  8. Unity Assets Bundle Extractor Only problem is you need to know the name of the mesh, some of them are named but a bunch of them are something like Box01 or Plane01 so good luck finding it.
  9. Select the prop from the menu, scene explorer > tool controller > prop tool > m_prefab Depends on the map theme, if the alpha of the ruined texture is lower, it would show up less, also some map themes have ruined same as grass or similar. Just use the remove sprites mod, they look terrible anyway.
  10. Yeah somebody reported it this morning already, I doubt I will fix it.
  11. Mod update and new props: Ploppable Asphalt + http://steamcommunity.com/sharedfiles/filedetails/?id=1258162457 Video explaining how to make your own props and how the mod/scripts work: https://community.simtropolis.com/forums/topic/73460-ronyx-tutorials-scripts-source-codefiles-new-ploppable-asphalt-props-video/?do=findComment&comment=1686148
  12. (previous post is outdated) New Ploppable Asphalt + Prop Explanation: Mod Collection: http://steamcommunity.com/workshop/filedetails/?id=1258162457 Scripts: https://gist.github.com/ronyx69/2f4b08a45f3a14c585597c848a594150 New Prop Source Files: https://drive.google.com/open?id=1NIKR4vBU6OUthrrs8N4-UwSmFaCEt9Ao
  13. The only way I found is to see the coordinates somewhere in mod tools in move it tool controller, but no way to input your own coordinates. I also found the prop array/list in mod tools edit prefab info, but those only seem to be loaded and they actually don't change or save while in the asset editor. So there must be some other place where the real prop coordinates are while you are placing it. It would be really useful to be able to set your own coordinates exactly. For colors you can use this script: https://gist.github.com/ronyx69/0530f6ad4ee1d85bf2f1222d96a24a07
  14. Yeah the height might be limited, it's not the same for all pillars either. I guess you can add a vertical piece from the pillar prop pack, but I don't think the sizes match exactly, then you would need to put 2 of those side by side. Maybe I should extend it underground even more so it could handle higher roads. My pillars are made with the 8m+16m stack in mind and not much more. Maybe I'll update them.
  15. The problem is the tram will turn around, so when going in one of the directions it would be nicely sloped, but when it turns around, it would look ridiculous.