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Everything posted by Ronyx69
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So I was recently looking at some Japan driving videos and got inspired to make some highway pillars. I'm planning to make an entire set of various types of pillars in this style, even a 6cell over-canal pillar. (if it goes okay) Tell me what you think about my first attempt, I need to nail the style and the details before I start making other variations. Constructive criticism welcome, also any ideas. By the way, do pillars have LODs like regular buildings? I should just make it just the pillar, without the small details - pipe, wires, supports. Not sure when they're going to be done and available. Note: I don't use Simtropolis anymore, follow on Twitter.
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So again I haven't posted here for a very long time. In this time I made some stuff, like this FamilyMart convenience store with a visible interior, the balance of glass transparency and interior look in the day and night never seemed balanced right: https://steamcommunity.com/sharedfiles/filedetails/?id=1788330298 Also made Japanese style props for Railway: https://steamcommunity.com/sharedfiles/filedetails/?id=1801633902 I got my first job ever as a 3D artist in Prague and moved to live there. And finally after more than a year and many cut corners, released the Blast Furnace: https://steamcommunity.com/sharedfiles/filedetails/?id=1943399450 Finally I can move on with some new projects.
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Stuff released since the last time I posted here: Functionalish glass elevators (commission): https://steamcommunity.com/sharedfiles/filedetails/?id=1721601437 Piers with a ferry depot & stop and also a Jet Ski as a ferry (commission): https://steamcommunity.com/workshop/filedetails/?id=1752274769 Roof Surface Networks: https://steamcommunity.com/sharedfiles/filedetails/?id=1758864319 Just some variations of plain flat networks which can be used to cover up low res roofs. Converted some more HDRIs for cubemap replacer: https://steamcommunity.com/sharedfiles/filedetails/?id=1771841274 And finally finished and released the Shinkansen Railway Tracks and Himeyama Station: https://steamcommunity.com/workshop/filedetails/?id=1779465923
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Ronyx: (I don't use simtropolis anymore, go to cslmodding.info)
Ronyx69 posted a topic in Cities: Skylines Modding - Open Discussion
CSLModding.INFO » (unofficial wiki) ModTools Console for scripts - F7 Scene explorer - Ctrl+E No Workshop & Local Mods Realtime Asset Creation (Ingame Texture & Mesh Replacement) Color & Material Test Charts (Don't make your assets too bright or saturated) Other useful mods: AI Changer / UI Category Changer / Item Class Changer / Extended Asset Editor (for vehicles) / Precise Prop Positioning Tutorials Scripts Asset Source Files Mod Source Code Quick Help Response Videos Quick Tips -
Ronyx: (I don't use simtropolis anymore, go to cslmodding.info)
Ronyx69 replied to Ronyx69's topic in Cities: Skylines Modding - Open Discussion
Updates since the last time I posted here: Added some of the kind of info boformer mentioned above, about specific cases of buildings such as train stations, harbors and others: https://cslmodding.info/asset/building/#specific-cases Also the article about writing scripts: https://cslmodding.info/scripting/ Updated multiple articles/scripts to be modless, because of a new method of saving material vectors by boformer: https://cslmodding.info/shader/decal/ https://cslmodding.info/shader/animuv/ https://cslmodding.info/shader/proprotating/ https://cslmodding.info/shader/flag/ Changed vehicle illumination texture descriptions to be more accurate: https://cslmodding.info/asset/vehicle/#illumination -
Replacing Road LOD texture with script
Ronyx69 replied to Cgameworld's topic in Cities: Skylines Modding - Open Discussion
When the game loads, for each type of prefab, LOD textures are combined into one big texture called an atlas. So it's not possible to change the LOD texture ingame, unless you can figure out how to edit/recalculate this atlas.- 2 Replies
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- cities skylines
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Sublevel problems in building asset [HELP]
Ronyx69 replied to RaeFromStateFarm's topic in Cities: Skylines Modding - Open Discussion
1. https://gist.github.com/ronyx69/a5fd0eb2627131de12cd21878fa320be 2. no -
WIP Shinkansen tracks and station (430m platform, 960m total) for months already: Tel Aviv apartments (commission) released: https://steamcommunity.com/sharedfiles/filedetails/?id=1711954398
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Ronyx: (I don't use simtropolis anymore, go to cslmodding.info)
Ronyx69 replied to Ronyx69's topic in Cities: Skylines Modding - Open Discussion
After reviewing the recent CSLM survey I decided to rework the CSS - now the colors are nicer, the content text has a bit more contrast and space, better use of spacing for sections, color and size differences for headings, added a new styling element for paths, and probably some other things. I only got 6 responses, some of which were nonsense, but I did take some useful notes based on them. Reorganized the main asset creation articles, especially info about meshes, textures, and editor advanced sections, also made better use of images and the warning/info elements (the thingies in italics with the blue/orange info/warning icon) to break up "walls of text". Added more random tips to the home page. Output Log Decrufter by aubergine18, which is apparently going to be reworked and improved, is now on CSLM: https://cslmodding.info/decruft/ Documented some building and vehicle flags for sub-meshes: https://cslmodding.info/asset/building/#sub-mesh-flags https://cslmodding.info/asset/vehicle/#sub-mesh-flags New articles: https://cslmodding.info/mod/detail/ https://cslmodding.info/mod/proprotating-params/ https://cslmodding.info/shader/vehicle-wheels/ Also, I added a meta description to the home page, which should make CSLM do better in google searches. AFAIK the site being linked from other places helps too, so if somebody is asking for help/info and the site can be relevant - link it, you can also click headings to generate a link for that specific section. I also added syntax highlighting: https://cslmodding.info/syntax/ because I had the idea to make a "how to write scripts" article, but not sure if I'm qualified enough regarding coding, and the right approach I should use. What article should I make next? -
Ronyx: (I don't use simtropolis anymore, go to cslmodding.info)
Ronyx69 replied to Ronyx69's topic in Cities: Skylines Modding - Open Discussion
Did a stream/tutorial with Jan on using Photoshop: https://youtu.be/UkEtVYfLBBs https://cslmodding.info/ updates: 2 tier table of contents (visible in any larger article) technical behind the scenes improvement (js gets loaded once from a folder, instead of having a duplicate of every script on every page) New articles: https://cslmodding.info/tutorials (what was previously the list of links on the first post here) https://cslmodding.info/modtools (how to use modtools, how to find stuff in the scene explorer, what can be changed in asset editor) https://cslmodding.info/dump/ (how to dump stuff using modtools or unity assets bundle extractor) https://cslmodding.info/mod/custom-animation-loader/ (new mod by boformer to import custom animations for buildings) Fill out a short survey to help improve CSLM: https://cslmodding.info/survey/ -
Ronyx: (I don't use simtropolis anymore, go to cslmodding.info)
Ronyx69 replied to Ronyx69's topic in Cities: Skylines Modding - Open Discussion
https://cslmodding.info/ updates: search documented network node / segment / lane flags some changes on about page New articles: Theme LUT Rotors Propellers AnimUV Flag Params New video tutorials: Decide Color Variations Ingame Dump Meshes and Textures What new articles, scripts, or video tutorials should I do? -
Did a map theme commision and decided to do matching LUT, rocks, and decals too: https://steamcommunity.com/workshop/filedetails/?id=1594444372
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Found this web site: https://hdrihaven.com/ so I decided to edit and convert some and released a cubemap pack: https://steamcommunity.com/sharedfiles/filedetails/?id=1585691173
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no idea do whatever you want
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tutorial Sketchup to Cities: Skylines: The Easiest Way
Ronyx69 replied to Elektrix's topic in Cities: Skylines Modding - Open Discussion
Are you seriously trying to say 4k is an acceptable resolution? Especially for that concrete box of a station? 4k is insanity and should only be used for huge insanely detailed buildings, the largest texture I've ever used is 4096x2048 for one of the crazy big sedona cliffs, and that's a very special case. Normally for buildings i've used 2048x1024 a couple times I think, mostly it's 1024x1024 or 1024x512. I don't use sketchup or blender so the rest of the tutorial might be good, but I can't believe this got pinned to the top, it will definitely give many people the wrong idea and create an influx of terribly optimized assets. -
Is it possible to find out the exact vertex colors ?
Ronyx69 replied to Clus's topic in Cities: Skylines Modding - Open Discussion
Yes, they are in m_segments[id].m_segmentMesh.colors. Here's info on how to use wire shader: https://cslmodding.info/asset/network/#wire-shader -
Railway released: https://steamcommunity.com/sharedfiles/filedetails/?id=1569088356
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Ronyx: (I don't use simtropolis anymore, go to cslmodding.info)
Ronyx69 replied to Ronyx69's topic in Cities: Skylines Modding - Open Discussion
It's hosted on github pages, the images are hosted on imgur, but i have them locally too. https://github.com/ronyx69/cslmodding -
Ronyx: (I don't use simtropolis anymore, go to cslmodding.info)
Ronyx69 replied to Ronyx69's topic in Cities: Skylines Modding - Open Discussion
Added article about rotors shader for vehicle glass like I did on the honda stepwgn: https://cslmodding.info/shader/rotors-vehicle/ Might do some edits, cause not sure if it's 100% complete, will see what happens when somebody uses it. Also a planned a new homepage because the current one looks kinda ugly with all the mismatched pictures (especially once I added the normal map article), icons by hadece: http://cslmodding.info/new/ That on the top will be a "random tip" just like on the loading screens but linking to something on cslm. -
Again haven't posted for a long time... my posting frequency goes like this: Discord > Twitter > Simtropolis Railway is pretty much done but we're still waiting for the mod to be finished and then we can release. Here's some nonsense build to show some possibilities: If you want to see the full list of networks and props which will be released for it, you can look at the spreadsheet: https://docs.google.com/spreadsheets/d/1rRFx2y5yIE9Ex_qY74EE0OqXbNqS8A-XP0RvK6-vzaA/edit#gid=1979153761 Since the last time I've released some stuff: More Relight LUTs: https://steamcommunity.com/sharedfiles/filedetails/?id=1539181199 Testing LUTs for overexposure and oversaturation: https://steamcommunity.com/sharedfiles/filedetails/?id=1539183804 Ditch Network: https://steamcommunity.com/sharedfiles/filedetails/?id=1539920312 Animated Sea Foam: https://steamcommunity.com/sharedfiles/filedetails/?id=1545466509 And just now Honda Stepwgn, the first vehicle with interior and glass: (but still somehow less tris than that parklife jeep) https://steamcommunity.com/sharedfiles/filedetails/?id=1572311768 http://cslmodding.info tutorial article with a script to use static rotors shader glass sub meshes on vehicles will be coming later...
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How does CS mouse over/select a road segment?
Ronyx69 replied to SirChick's topic in Cities: Skylines Modding - Open Discussion
No idea how it works or how to use it but it's ToolBase.RayCast- 3 Replies
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Resize Animal Markers
Ronyx69 replied to von_Maximilian's topic in Cities: Skylines Modding - Open Discussion
I have no idea how markers work and didn't test anything but it seems that either saving it or loading it makes m_creatures be null, so probably a mod would be necessary to save/load that. These (and also ItemClass set to Marker) seem to be the relevant things for animal spawn markers: var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo; CitizenInfo[] creatures = new CitizenInfo[]{PrefabCollection<CitizenInfo>.FindLoaded("Cow")}; asset.m_creatures = creatures; asset.m_isMarker = true; asset.m_doorType = PropInfo.DoorType.Animal;- 7 Replies
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- cities skylines
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Where are C:S Snowfall's Textures Located?
Ronyx69 replied to LogOut's topic in Cities: Skylines Modding - Open Discussion
Run this, save it, reload the game and load the theme again: UnityEngine.Object.FindObjectOfType<TerrainProperties>().m_oilDiffuse = UnityEngine.Object.FindObjectOfType<TerrainProperties>().m_grassDiffuse; UnityEngine.Object.FindObjectOfType<TerrainProperties>().m_oreDiffuse = UnityEngine.Object.FindObjectOfType<TerrainProperties>().m_grassDiffuse; TerrainManager.instance.m_properties.InitializeShaderProperties();- 6 Replies
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How to recover assets made with Larger Footprint mod?
Ronyx69 replied to bap's topic in Cities: Skylines Modding - Open Discussion
You can probably get the mesh and texture out using one of these: https://community.simtropolis.com/forums/topic/70728-crp-file-unpacker-prototype/ http://unera.se/crper/ -
Road editor - shadow issue on segment model
Ronyx69 replied to xannepan's topic in Cities: Skylines Modding - Open Discussion
What was exported is an XYS map, which is the normal map and specular combined. It's exported at 2.2 (srgb) gamma so you need to apply a 0.45454545 gamma correction to get it back to 1.0 (linear). The blue channel for the normal map you import doesn't matter at all, as it gets discarded and replaced with the specular map.- 9 Replies
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- road editor
- uvw
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