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Darf

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Everything posted by Darf

  1. He probably got a pirated version, hence the problem.
  2. Not sure if custom themes are supported without the workshop. We don't give support anyways for non workshop content.
  3. Thanks! I must admit I studied your model a bit. Sometimes I wish I could take some textures from the SC4 models, would save so much time! I'll see what I can do, certainly not the hardest building to make and not really anything like it on the workshop, but the ground floors requires some imagination.
  4. Oh, no I was on a updatespree so I just did that one aswell. I did some updates to the lyric, Hampshirehouse, and New Victorytheater. Mainly texturerelated stuff like windows and illum maps, so it was already on my radar. Just happened to be among the lot. I'm ok with a civil question, but don't go pasting mods with the error msg, or demanding immediate fixes.
  5. Yea, exactly than proceeded to downvote all my assets, because I wouldn't fix it at once. I think he still downvotes all my new assets. Would that be "Angelhearth" or "Immunetou?" God, do I wish sometimes there'd be a ban feature for workshopcreators.
  6. I tend to avoid discussion now and just delete comments related to missing props, also hate the OCD some players have. Went into a discussion one time and regretted it since. That feature should be optional in the loading screen mod.
  7. Released second project of my Detroit series: One Detroit Center. The rotor shader kinda proved to be a hard part in the end, although the result looks cool and applying it was easy. For some reason the sub building of the windows required road access. Took some effort to fix it. You can find it on the workshop. http://steamcommunity.com/sharedfiles/filedetails/?id=1098486744
  8. Could do, but concrete like that is pretty easy to imitate. Here´s a photoshop example. https://drive.google.com/open?id=0BzXrSjvvI94BY1lFemhqZVZRUWM
  9. A wireframe shot would also be usefull and maybe a screenshot of your uv map.
  10. I think they disabled it after snowfall. I don't think there's a different skybox for different weather conditions.
  11. For my next project I tried some use of the rotor shader for the roof windows. I´m getting some weird results though. As you can lit side all is fine, but the other side with shadows cast on them behaves weirdly. Almost full black, for the white areas on the alpha map. Anyone know what´s going on?
  12. I guess a lot too, but I try to atleast get some dimensions, if only google maps. Sometimes it's just trial and error.
  13. Looks great! Your windows do give some artifacts though, with night windows. I would add a glow within at gray lvl 192 on your illumination map. Also something I also noticed with your other asset, the brick texture is very detailed but it doesn't stand out very much. That's because your mortar is very yellow, grayish I would add some sharp filters on your brick or alter the color of the mortar.
  14. Help on first C:S Asset?

    Not really, Sketchup has much better poly edit than blender or 3ds, it's just your preference. IMO blender and 3ds have terribly clogged interfaces, but they are better for UWV mapping and texturing. I suggest looking up a tutorial for your program of choice to start off with. All you have now are 2 boxes on top of eachother. Here's a 3 min example of how you can low poly a building like that. https://drive.google.com/open?id=0BzXrSjvvI94BeG80eE16MzgtcVk
  15. Research the height of a building and dimensions than guess the first few floors if they are different and calculate it. You can get total heigh usually in emporis or openstreetmaps.
  16. Are those regular roads or did you use decals? This problem occurs for me with http://steamcommunity.com/sharedfiles/filedetails/?id=625608461&searchtext=lod+
  17. You could also still use prop randomizer, although deprecated, the method still works.
  18. Tons here! https://www.textures.com/download/metalvarious0004/3860?q=garbage
  19. You and Pdelmo in a betting war now who can produce the most trees? Great job as always.
  20. There's a huge amount of mods and assets to create and beautify cities. It can look pretty photorealistic. Nobody is debating that. Vanilla C:S just looks plain bad. Like if I look at the difference when my brother plays vanilla and my cities it's like a world of difference. Some of the models are just plain... Like if you put the models of the earlier games (CiM1+2) to C:S it's like they stopped caring about great models to commit to their comic art style for C:S. The difference in SC4 is that SC4 had a great basic set of buildings and C:S doesn't have any of that. Simulation wise C:S is very very shallow. You basically can't fail at the game. Which is what many players want. Also some aspects are still really unbalanced, like deathcare. Yes, it works untill your city gets to about 120k, but after that you can put as many cemeteries or crematoriums as you want, but the majority of hearses will arrive too late, because of the distance of the map. It's also stupid to see a notification for every single death person. Like half of the maps notifications are for death people. Without it the simulation works a lot better. Tourism, it works great now! Except for the part where there's no challenge in it. There's no cost/revenue balance. It's just there, does it's thing. Education, electricity, crime, it's like that with all aspects. I want a citysim, where if I don't educate a neighbourhood and there's no police there it becomes a gangland. If I have made that mistake it will cost a bit more effort than to plop a few schools and policebureaus.
  21. Finally done! Hope you'll enjoy! You can find it here: http://steamcommunity.com/sharedfiles/filedetails/?id=1084817113 Sketchfab: https://sketchfab.com/models/226872bbc7ac4f4585f3bb776ba7fda6
  22. You can either cave in the area and use your own textures or adjust the pivot 2 cm up and make the ground area paved. No need to close the building. You can use any prop you want of the workshop, but the general concensus is just to add the standard trees as you can customize all trees with prop it up! Also, yes standard rendering in C:S look absolutely terrible and the editor is even worse. To fix this you will need a good Lut (I still recommend natural color), daylight classic, ambient oclusion, shadow strength adjuster and dynamic resolution.
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