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Ronyx69

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Ronyx69 last won the day on
April 13

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About Ronyx69

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    Suburbanite

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

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  1. Only in camera mode, https://forum.paradoxplaza.com/forum/index.php?threads/shadow-glitches-weird-edges-sunlit-face-self-shadows-lines-over-everything.1041344/#post-23416779
  2. So errrm Floating Parks

    Well there are only 3 channels so i tried changing all of them and nothing happened. Although the floating garbage thing has a fidget spinner inside it so probably that's the only vertex painting it uses, not sure how exactly it makes it spin.
  3. So errrm Floating Parks

    They added floating group lights shaders only now. I assume this is what allows the lights or props on the floating building to actually wave together with the building, instead of remaining static. Or maybe they changed the floating building shader or something about it so props follow it, I don't think they did follow it before. I also should check out what the basement shader is for. EDIT: The basement shader simply extends the base just like default building, but it leaves the diffuse instead of using the base texture, not sure what's the use case, but there you go. Also tried vertex paint and shader vectors on the floating building shader but nothing happened.
  4. Started a japanese kei truck - Daihatsu Hijet: Trying to fit into a 1024x512 and aiming under 2k tris.
  5. Water Treatment Released: http://steamcommunity.com/sharedfiles/filedetails/?id=1171064873 The clarifier arm spins using the wind turbine shader + script.
  6. WIP Conveyors: decided to color match the portable one with some @Avanya containers. Also a big quarry version: WIP Water Treatment: going to make a rectangular basin thing as well probably
  7. No, CO broke the AnimUV shader in 1.8, and this doesn't affect just the mod, the vanilla animated signs are also broken. Besides, the way I'm using normal maps wouldn't make sense for an animated one.
  8. Made some decals for blending the piles: http://steamcommunity.com/sharedfiles/filedetails/?id=1157464530 Started working on a conveyor belt prop, probably will make different versions, the other one would be static and taller like in quarries:
  9. Showing how to make props, on which you can place decals, using ploppable asphalt:
  10. A red/green channel swap might be necessary. EDIT: By which I mean mono/alpha swap in this case I guess, or just do a regular red/green swap before the action.
  11. Piles released: http://steamcommunity.com/sharedfiles/filedetails/?id=1149777591 Maybe I'll release decals for blending them into the surroundings later...
  12. The building base has no specular. It has only 2 channels as I explained. I am just saying that's what happens with most assets, there's an RGB XYS map where RG is XY and B is S. It's not something you should do manually, it's what happens under the hood for efficient texture storage.
  13. Released the boat trailer I made almost a year ago: http://steamcommunity.com/sharedfiles/filedetails/?id=1141253604 Started working on some piles, thinking of making a set of different materials and shapes:
  14. Train LOD is way too small

    It stays small when you upscale it because the transforms are not applied to the mesh. https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-B98414B9-4F28-45F4-A1F4-9DA994548ED9-htm.html
  15. I made a script to change it a long time ago but never tested if it actually saves: https://gist.github.com/ronyx69/bfd09d2a7cddad6c71d407c74e45bb71
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