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Darf

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Everything posted by Darf

  1. 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.
  2. 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.
  3. No abandonment mod

    Just install no deathcare, also stops for the most part the abandonment.
  4. Textures look still very reddish and dark. Looks like a great bridge!
  5. 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.
  6. Flipped normal, there is a function in 3ds for it under modify>surface properties.
  7. Released the Spring Arcade Building: http://steamcommunity.com/sharedfiles/filedetails/?id=1119292360
  8. Looks like a great map, well done!
  9. 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.
  10. Ronyx

    Yeah just what I was thinking. We should create an eco update before Co releases one.
  11. 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.
  12. Select a different lut, something like satelite our natural color. Than set the sunposition to a lower level.
  13. Many people don´t actually play the game for simulation anymore. They just limit the buildinglevel or use the growable plop mod.
  14. 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.
  15. Using a 3D mouse ?

    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.
  16. Looks great! Only thing I miss is a specular (I think)
  17. Yeah I know, but you can't use all spawnpoints for all AI types I think.
  18. You can use road anarchy to get rid of the cables, set it to elevated road instead of bridge.
  19. 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.
  20. That poor guy. I know Kliekie did a few citizen models, you should poke her.
  21. 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.
  22. 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.
  23. 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.
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