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Everything posted by Darf
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PJC Cities XXL to Cities: Skylines asset conversions
Darf replied to PaulJChris's topic in Cities: Skylines Modding - Open Discussion
That looks so much better! -
Darfs buildings | New releases
Darf replied to Darf's topic in Cities: Skylines Modding - Open Discussion
Did some experiments with texturereplacement: Always felt that that building from Shroom's pack had some very bland texturing. Too bad due to the uv mapping I couldn't add more elements of the original. -
PJC Cities XXL to Cities: Skylines asset conversions
Darf replied to PaulJChris's topic in Cities: Skylines Modding - Open Discussion
Here's some screenshots of colorcorrections I did on the diffuse of your Sherry Netherlands model: Before After I think I upped gamma to 1.5, than did some sharpening and desaturated by -40. Also darkened windows diffuse by quite a bit. -
No abandonment mod
Darf replied to Matthias King's topic in Cities: Skylines Modding - Open Discussion
Just install no deathcare, also stops for the most part the abandonment. -
PJC Cities XXL to Cities: Skylines asset conversions
Darf replied to PaulJChris's topic in Cities: Skylines Modding - Open Discussion
Textures look still very reddish and dark. Looks like a great bridge! -
Learning asset creation - American House
Darf replied to barcasam7's topic in Cities: Skylines Modding - Open Discussion
If you want it to display the color you'll have to turn the organge parts black or atleast below 120,120,120 gray values. -
Learning asset creation - American House
Darf replied to barcasam7's topic in Cities: Skylines Modding - Open Discussion
Flipped normal, there is a function in 3ds for it under modify>surface properties. -
Darfs buildings | New releases
Darf replied to Darf's topic in Cities: Skylines Modding - Open Discussion
Released the Spring Arcade Building: http://steamcommunity.com/sharedfiles/filedetails/?id=1119292360 -
Owl's Anahita Pass [OUT NOW!]
Darf replied to OWL/SW's topic in Cities: Skylines Modding - Open Discussion
Looks like a great map, well done! -
Cities: Skylines - Green Cities
Darf replied to Terring's topic in Cities: Skylines General Discussion
Hmm not really excited to use 350 new buildings in my city if they look like this, they look like half modded variants of existing buildings. Rather have 350 custom assets then. As for the new gameplay elements, unless they redesign the polution system to have somewhat more challenge I might skip it at all, even if I don't have to pay for it. -
Yeah just what I was thinking. We should create an eco update before Co releases one.
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PJC Cities XXL to Cities: Skylines asset conversions
Darf replied to PaulJChris's topic in Cities: Skylines Modding - Open Discussion
Feindbild's was one of the earlier days of C:S I think and it's fit to make it growable. I can't really compare the two out of your screenshots - they are so oversaturated + the yellowish tint. It's obviously better to work on something else if there is a proper version on the workshop, but that doesn't apply here. -
Metal shader effect gone
Darf replied to hadece's topic in Cities: Skylines Modding - Open Discussion
Select a different lut, something like satelite our natural color. Than set the sunposition to a lower level.- 8 Replies
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- cities skylines
- metal effect
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High Density Residential and Offices Collections
Darf replied to xelanamyt's topic in Cities: Skylines General Discussion
Many people don´t actually play the game for simulation anymore. They just limit the buildinglevel or use the growable plop mod. -
Cities Skylines: Concerts DLC & Patch 1.8.0-f3
Darf replied to ghosty20's topic in Cities: Skylines General Discussion
It´s a reskinned stadium with some added animations. The only thing this DLC has going for it that a designer couldn´t have spend more than 10 hours creating it. The free patch hasn´t got a lot of interesting fixes aswell. -
Obviously not the answer you are looking for but I think the benefit is limited in C:S for such a controlset. With some effort you could learn it, but the primary camera controls are pretty basic already. The biggest effort in C:S is in the controlscheme with different anarchy settings etc.
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[WIP] WMATA DC Metro 7000 Series Train
Darf replied to jasonsmithgoat's topic in Cities: Skylines Modding - Open Discussion
Looks great! Only thing I miss is a specular (I think) -
Mic has a question about adding walkways to an quay asset
Darf replied to Miccrosshill's topic in Cities: Skylines Modding - Open Discussion
Yeah I know, but you can't use all spawnpoints for all AI types I think. -
Mic has a question about adding walkways to an quay asset
Darf replied to Miccrosshill's topic in Cities: Skylines Modding - Open Discussion
What kind of spawnpoints? -
PJC Cities XXL to Cities: Skylines asset conversions
Darf replied to PaulJChris's topic in Cities: Skylines Modding - Open Discussion
You can use road anarchy to get rid of the cables, set it to elevated road instead of bridge. -
Darfs buildings | New releases
Darf replied to Darf's topic in Cities: Skylines Modding - Open Discussion
Released another Detroit building: http://steamcommunity.com/sharedfiles/filedetails/?id=1108451365 Not the hardest model, but having to create all files for the main building and the sub building is a bit of nuisance. Nonetheless looks quite detailed. And I think the little helipad is quite cool. -
Citizen skelet problem (blender)
Darf replied to Dreidman's topic in Cities: Skylines Modding - Open Discussion
That poor guy. I know Kliekie did a few citizen models, you should poke her. -
You can get it done with roadkill, but you are far better of with any other program for uving. I only do poly editing in Sketchup, rest happens in 3ds max. Problem here of the LOD is that his filenaming is not consistent. Filenaming is case sensitive. And yes, I would do redo that lod, looks like a lot of unused geometry.
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Can you make a screenshot of your files? Probably somewhere a filename. Also 500 tris is very excessive. You should be able to do that with 50 max.
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Exurb's Main Street Americana Collection | Custom LOD Creation Guide Released
Darf replied to Exurbanite's topic in Cities: Skylines Modding - Open Discussion
Rico aint really necessary, with anarchy and the find it tool. Can plop them whereever you want. Growable is far more convenient for these kind of small shops. Besides if you like you can add Rico yourself to growables, so there's no real reason to release as ploppable when your footprint doesn't exceed 4x4.- 127 Replies
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- asset creation
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