-
Content Count
847 -
Joined
-
Last Visited
-
Most Liked
5
Content Type
Profiles
Forums
Omnibus
News
Features
Downloads
City Journals
Calendar
Gallery
Everything posted by Darf
-
PJC Cities XXL to Cities: Skylines asset conversions
Darf replied to PaulJChris's topic in Cities: Skylines Modding - Open Discussion
Tris count is not the most important factor, 250-400 tris per square is the guideline, less is always better. Ofcourse you can make some exceptions for very detailed buildings. Most important to keep in mind is texturesize. Rather have a building with a 1024 map with a 1000 tris more than one with a 2048 map. Most of your maps should be able to convert to C:S, except the illum map. -
romualdillo's assets
Darf replied to Romualdillo's topic in Cities: Skylines Modding - Open Discussion
Yeah I think that looks like a good addition. The brick already looks a lot better, but the normal map makes them look really rounded, I don't know if that was your intention, otherwise I would try and retrace the normal map of the brick with flat squares.- 12 Replies
-
- romualdillo
- spain
-
(and 2 more)
Tagged with:
-
Darfs buildings | New releases
Darf replied to Darf's topic in Cities: Skylines Modding - Open Discussion
First ingame test: Textures came out great I think, you can really see the wear and tear, but the repetition is hardly noticeable. -
romualdillo's assets
Darf replied to Romualdillo's topic in Cities: Skylines Modding - Open Discussion
I think the side wall (brick?) texture could use some work and I also would add a little staircase infront.- 12 Replies
-
- 1
-
-
- romualdillo
- spain
-
(and 2 more)
Tagged with:
-
Some great looking stacks! Not better to release them as props? Or are you supposed to add them as sub buildings?
-
Great looking downtown!
- 467 Replies
-
- cities skylines
- downtown
-
(and 2 more)
Tagged with:
-
Mr_Maison's Creations [Metropolitan depot 2, 5/21/2021]
Darf replied to Mr_Maison's topic in Cities: Skylines Modding - Open Discussion
Those textures look extremely sharp!- 402 Replies
-
- 3
-
-
- cities skylines
- mods
-
(and 1 more)
Tagged with:
-
Darfs buildings | New releases
Darf replied to Darf's topic in Cities: Skylines Modding - Open Discussion
It should be fixed! -
SOLVED: One side of flat object invisible
Darf replied to hadece's topic in Cities: Skylines Modding - Open Discussion
Polygons are only visible in one way. If you want them visible in both ways you have to duplicate those polygons and flip the normals.- 2 Replies
-
- cities skylines
- asset creation
-
(and 2 more)
Tagged with:
-
How would I import a SketchUp model into Cities: Skylines?
Darf replied to CityKord's topic in Cities: Skylines Modding - Open Discussion
Why just not save in Sketchup8 format and import directly? No need to do all that, just import and attach all groups in 3ds, than readjust the pivot of the total model. 3ds will recognize your groups as components, scale and rotation is as they are in Sketchup.- 32 Replies
-
Darfs buildings | New releases
Darf replied to Darf's topic in Cities: Skylines Modding - Open Discussion
Wouldn't you be able to create a path on it? People probably could use it as an overpass. And yeah, so far probably some 60 hours on modelling alone. Fortunately textures are not too hard and there's plenty of pictures. -
Darfs buildings | New releases
Darf replied to Darf's topic in Cities: Skylines Modding - Open Discussion
This is a project I have been working on and off since august: The Penobscot Building in Detroit. It's almost nearing completion on modelling: As you can see, there's tons of details to the building, so much so that I had to improve rendering quality to catch everything. With antenna and all I hope to finish at a bit under 20k tris. -
How would I import a SketchUp model into Cities: Skylines?
Darf replied to CityKord's topic in Cities: Skylines Modding - Open Discussion
Look around this thread:- 32 Replies
-
How would I import a SketchUp model into Cities: Skylines?
Darf replied to CityKord's topic in Cities: Skylines Modding - Open Discussion
You will have to apply transformations in 3ds, do a reset xform in the tools tabblad. I'm also not sure if you know what uvmapping is. You will need to manually UV map the model, you can't use the auto UV feature for gameready models.- 32 Replies
-
Dynamic Resolution Make The Game Weird
Darf replied to tsaqif2462's topic in Cities: Skylines Technical Help Q&A
That´s a typical problem for the old mod yeah. -
Darfs buildings | New releases
Darf replied to Darf's topic in Cities: Skylines Modding - Open Discussion
Thanks! I think you are right, it does look bright. I desatured the colors a bit and adjusted the pivot of the LoD. -
Darfs buildings | New releases
Darf replied to Darf's topic in Cities: Skylines Modding - Open Discussion
Ah, before I forget, I released a university: http://steamcommunity.com/sharedfiles/filedetails/?id=955760059 -
Anyone knows any way to terraform the land of an asset in the asset editor. I want to make an asset slightly raised on a hill. Is there any way to do that?
-
donoteat makes buildings or something (K4s RELEASED | Pennsylvania Station WIP)
Darf replied to donoteat's topic in Cities: Skylines Modding - Open Discussion
Looking forward to them!- 159 Replies
-
- cities skylines
- buildings
-
(and 3 more)
Tagged with:
-
Deeper zones? Well, why not?
Darf replied to boformer's topic in Cities: Skylines Modding - Open Discussion
Looks very promising AJ3d! It's everything what I thought C:S currently needs. If you manage this mod I hope it becomes as popular as RICO is currently. Probably one of the most important ones for sure. I understand most of it still it's infancy stage, but also hope you eventually can make the demand algorithm more robust than the current one. Keeping city size in mind for higher density levels, for example. One thing from your post I still miss is how you will deal with increase in density and spawning new buildings on currently occupied spots. Or is that out of your scope for the moment? -
I'm currently working on the Spring arcade building in LA and I was planning to do the Roof of the lobby with the rotors shader and some of the transparent windows in the front, but I also wanted to make it growable. So from what I gather you can also use the rotors shader on props?
-
Darfs buildings | New releases
Darf replied to Darf's topic in Cities: Skylines Modding - Open Discussion
I updated Kauker Manor a bit, no full remake this time, but mainpoint was to redo the LoD, which had some very high triscount. Reduced LoD tris by about 900 faces, reduced texture size LoD texturesize to 512x256. Reduced triscount by around 150. Redid some textures (the brick should look especially sharper and updated the UV map. Added new props like the hawnthorne bushes instead of my own I made at the time. http://steamcommunity.com/sharedfiles/filedetails/?id=529720148 -
poll What new DLC would you like to see?
Darf replied to Vassilis_Pyrgos's topic in Cities: Skylines General Discussion
No new DLC, just a patch that adds citizen wealth, new spawnalgorithms for buildings, balances gamevalues, adds meaningfull decisions. -
How to prevent a building from spawning?
Darf replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
I suggest just using the theme manager mod, it's so usefull and so much better than the vanilla styles. -
- 396 Replies
-
- 7
-
-
- cities skylines
- area
-
(and 2 more)
Tagged with:
