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Everything posted by Darf
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Did 'Cities Skylines' Kind of Kill The City Builder Genre For a While?
Darf replied to calpolyfan's topic in Cities: Skylines General Discussion
To answer your question: yes, C:S has killed the citysim genre. The typical Citysim genre that is defined by SC4. A lot of people from the SC4 crowd here I see, that look at C:S from a limited point of view. I played SC4 quite a bit 500+/- hours and yes it´s a better game. It's a lot more challenging and a lot more fun! It is however not a game so easily modernized. I think C:S does a good job with the limited scope and the limited resources (in personell) they had. Graphics and sound Yeah, the out of the box gfx from C:S are quite bad, a lot worse than SC4 in that regard for the basegame. 3d or not, the game could look a lot better than it does now. From the yellow tints to the weird Japanase themed buildings. Modded though C:S looks a lot better than SC4. The engine can be stretched a lot more than SC4 ever can. Soundeffects are annoying in both games and yes the sound design is a bit better in SC4. SC4 music is classic and it's hard to top such a great soundtrack. Saying that, music in C:S ain't bad at all/ Game load times and moddability Generally I think this comes down to your personal experience. Modded SC4 load times are actually worse nowadays. Basegame loadtimes are generally ok for both games. If you know both games technically you know C:S is a lot more moddable in every way. NAM is really clunky if you look at some of what is possible with C:S mods. Graphically a lot is possible, gameplay wise is a lot harder to do. This is where the game shines, but also where it lacks, it lacks gameplay systems to tweak. Mapsize and gameplay I don't think limits are that big of a problem nowadays with modern CPUs, you can easily have a 300k city, big enough for most midsize american cities, but I do agree that the SC4 style of saving/loading cities is a lot better incorporated than the C:S big map tile. Simply because you might need a change of pace and might alternate between cities. SC4 does that a lot better. My maingripe with C:S is that there is no challenge to it, you can hardly fail. There is no concept of wealth or how well a city is doing. There's hardly any visible difference from a good city than a bad city. You can also hardly call it a sim, because frankly there doesn't seem to be any goals to simulate anything. That said, when you start your eight SC4 game you know the deal as well. Than why play and mod for it? Well C:S is nowadays more played as a cintypainter. And it's a great citypainter. There's still a much larger community for the paintaspect than for the actual sim. Lot's of active and well watched youtube series for C:S, while for SC4 there is none. So... I think it's hard to built a citysim atm, because it needs a good simulation, which is hard to do in a 3d environment and needs lot's of tweaking. You need workshop and mod support, because otherwise it will die down pretty fast. And generally it's hard where to focus the game on, because the amount of simulation fans is quite low compared to the casual crowd, the citypainter crowd and the I might play it once and not install it again crowd. Can C:S be a lot better? Yes. Does that matter at this point? I dont think so, it won't make the devs more money. They either need to come up with a full fletched sequel with a better gameplay design (which frankly I'm not sure they are capable of) or use the resources for something else. C:S does it's thing atm. Not what I had hoped for, but it's where it evolved to. -
OfficialSauron's Assets ( [WIP] Tribune tower - Chicago )
Darf replied to officialsauron's topic in Cities: Skylines Modding - Open Discussion
I started it a while ago, but couldn't get my head around the top. How did you figure out the measurements? I got mainly stuck because the diagonal parts don't have the same length as the horizontal ones. Glad to see it picked up. I mostly finished the base though, if you want I can share what I got so you can figure out some measurements.- 3 Replies
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BoldlyBuilding's Assets (Update & Harold Washington Library)
Darf replied to boldlybuilding's topic in Cities: Skylines Modding - Open Discussion
Really looking forward to the library! That crown seems like a monster to model, especially low poly. Surprised they built that in the 90s - lot's of classic details on it.- 370 Replies
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Darfs buildings | New releases
Darf replied to Darf's topic in Cities: Skylines Modding - Open Discussion
First release in my New England Series: The Hotel Touraine: http://steamcommunity.com/sharedfiles/filedetails/?id=1342118082 -
Scaffodling Animation... Too darn high!
Darf replied to Shannanigan O'Crabby's topic in Cities: Skylines Modding - Open Discussion
You probably have some invisible geometry which goes that high.- 6 Replies
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Problem with 3ds max unwrapping UVWs
Darf replied to jasonsmithgoat's topic in Cities: Skylines Modding - Open Discussion
You mean the white lines? They are just the edges of your ngons. Import out of sketchup does nothing strange if you do it the right way. The slash is due to autoprojection of 3ds max. Sometimes it divides polygons up if it can't decide what angle is the best. Click on the polygons and press the flat projection around an axis. -
donoteat makes buildings or something (K4s RELEASED | Pennsylvania Station WIP)
Darf replied to donoteat's topic in Cities: Skylines Modding - Open Discussion
Very nice station!- 159 Replies
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New beginnings:
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What's even funnier, there's a couple Swastika's on my model of the Penobscot building. They are there on the real building. The swastikas are part of the building’s American Indian motif and symbolize sun worship. Never had any complaints about that.
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I don't really get your viewpoints: there's a lot of nazi architecture, symbols and flags in games and movies. It's not like Rev0 is making this model to glorify Nazi culture. Wouldn't it be even more interesting to create a city according to the Berlin city plan, to see why it wouldn't work?
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An asset editor mod to cycle through illumination intervals?
Darf replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
You can speed up time with ultimate eyecandy if you like to scroll through the gradient faster. -
Need help making vehicle asset [Solved]
Darf replied to RaeFromStateFarm's topic in Cities: Skylines Modding - Open Discussion
Either reset the pivot in 3ds, or you can rotate it in the editor before you press ok. -
Need help making vehicle asset [Solved]
Darf replied to RaeFromStateFarm's topic in Cities: Skylines Modding - Open Discussion
Well it doesn't help if he posts a whole tutorial and the only thing you seem to have gathered was that he was wrong. If you want to attach an object, click on an object in 3ds max and in the modify panel click attach all, than select the objects you want to attach. -
Darfs buildings | New releases
Darf replied to Darf's topic in Cities: Skylines Modding - Open Discussion
Last release in a while, going on holiday, but atleast I'll have plenty of texturematerial when I come back. http://steamcommunity.com/sharedfiles/filedetails/?id=1155900339 -
-KingLeno's assets: Sears opens!
Darf replied to kingleno's topic in Cities: Skylines Modding - Open Discussion
Great pick! -
Acceptable tri count for vehicles
Darf replied to .Del's topic in Cities: Skylines Modding - Open Discussion
I´d say about 1200 tris 1024x2 max, but I´m really cautious when it comes to asset resources. -
Ami's Berlin: Assets (L.A. westside map released)
Darf replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
Welcome back! -
Tree LOD Enhancer mod idea
Darf replied to boformer's topic in Cities: Skylines Modding - Open Discussion
How do you combine the canvasses? Or is every single mesh seperately drawn on a canvas? -
Darfs buildings | New releases
Darf replied to Darf's topic in Cities: Skylines Modding - Open Discussion
I've updated my first building: The Puck Building (well technically it was my second). That should complete all parts of the Puck Building. This one is adjusted to the lower 7 story part. Hence I reduced the level to level 3: http://steamcommunity.com/sharedfiles/filedetails/?id=510658625 -
Short answer: no Long answer: yes, it's technically possible to publish some models on SC4 out of models from Cities Skylines. I think Zed even did so to prove a point. However Sc4 bat tools use a very specific plugin in 3ds max to render the models and output the model format you can than use for imports of sc4. It only works on 3ds max 2014 or lower and frankly put it's a really shitty workflow. Most C:S modders use blender or newer versions of 3dsmax . C:S modders would also need to alter their maps for rendering use to get some good results.
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Mntoes Skylines Productions
Darf replied to mntoes's topic in Cities: Skylines Modding - Open Discussion
Don't you have the realistic pop mod? -
Have CO lost touch with what players want?
Darf replied to barcasam7's topic in Cities: Skylines General Discussion
It took some great buildings and executed them well. -
jz's creations | [Asset Release] Corrugated Roofs
Darf replied to jzeltman's topic in Cities: Skylines Modding - Open Discussion
Really great releases! My only gripe with it is, is that they are 18mb, but that´s probably due it consisting of two buildings. I would add an angled version aswell to the conveyors, shouldnt be that hard. -
PJC Cities XXL to Cities: Skylines asset conversions
Darf replied to PaulJChris's topic in Cities: Skylines Modding - Open Discussion
Do you have this mod installed: http://steamcommunity.com/sharedfiles/filedetails/?id=530871278. It's how C:S used to look, get rids of the yellow tints of vanilla. @barcasam7 Hmm it's nothing more than some color adjustments, better up to @PaulJChris I guess. -
Default color for faces on 3ds max?
Darf replied to jasonsmithgoat's topic in Cities: Skylines Modding - Open Discussion
3ds will default to the pixel in the lower left corner of your diffuse if you do not map some faces.
