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ReticentDaikaiju

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About ReticentDaikaiju

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  1. [Proposal] Off-Road Parks Mod

    I knew about setting the other values to zero, but I had no idea tourism affected crime, road access, etc. Here are all the properties I used for the smallest size filler park to get it to work properly: And, of course, I used ModTools to set m_placementMode to OnGround.
  2. [Proposal] Off-Road Parks Mod

    I started on a new map and confirmed that the parks with 0 tourism do not generate crime. As Avanya said, the parks still function as normal raising the leisure rating and land value, even though the visitor count remains 0. I'm not exactly sure what the visitor count does for parks, if anything. Cities never seem to gain much from tourism anyway, and since I have heavily used pedestrian paths running through my parks it's not as if the parks ever look empty. I'd say this solves the issue. Thanks for the suggestion, I probably never would have thought of lowering tourism.
  3. [Proposal] Off-Road Parks Mod

    Thanks for the suggestion. I just tried it and it no longer complains about the road connection, but the crime problem is still there. I even made sure by removing the parks and replacing them in case the crime level stuck around from before I changed the tourist values.
  4. First of all, yes I know about using nlight's ModTools to change m_placementMode to OnGround to get parks that do not have to be placed on roads. The problem I am having is that these parks still display the missing road connections warning (which is an eyesore) and also cannot get police coverage as shown in the screenshot below. I haven't seen any building properties that allow you to disable this (although if anyone knows a simple way of doing so please let me know). As far as I can tell, crime rate in the game seems to be based on a counter tied to the number of visitors a building receives. When this reaches a certain number a police car is summoned. I believe health care and hearses also work similarly. The mod I am proposing would therefore do the following: Not display the missing road connection icon for parks if (m_placementMode == OnGround) Automatically fix crime, health, or dead body problems for these parks. Allowing services to use pedestrian paths would be even better, but would probably require rewriting the service AI. (I know Traffic++ zonable pedestrian paths can do this but I hate using them). Add a button in the Park Asset Editor that lets you set the value of m_placementMode. This would just be for convenience and make this option more accessible to the casual player who doesn't want to mess around with the ModTools UI. I couldn't find any mods that currently offer this functionality, but if anyone knows of one let me know - it would save me a lot of work writing one myself. Looking at the modding API though, it doesn't look like any of what I am proposing would be too difficult. Although I haven't made any scripting mods for CS before, I am familiar with coding in C# and the Unity Engine. I figure this could be a good first project for me to start learning the modding API.
  5. Getting some weird illumination artifacts

    Sorry it took so long. I was finishing my last semester at university over the past few months and haven't had time to upload any assets, or even play C:S much. Hopefully now that the holidays are here I can start updating everything.
  6. Getting some weird illumination artifacts

    Thanks, that's quite a bit better. The sign still looks a bit jpeg-y though, and the windows are pretty dim, even though their illumination value is set to 255. Probably good enough to upload for now though.
  7. I've finally gotten around to just now updating my assets for the After Dark expansion, so if this has been covered in a previous thread I apologize. I'm getting some weird artifacts around the illuminated portions of my models when I try to import them. Here is a screenshot of the sign on my movie theater showing what I mean: And here are the diffusion, specular, and illumination maps I used for the model. Also, the windows should be illuminated as well, but they don't seem to be working either. Diffuse Specular Illumination
  8. Hey guys, it's been a while. I just wanted to give a big thank you to Shroomblaze for taking the time to update some of my assets for the After Dark expansion. Unfortunately I haven't had time for playing C:S recently and probably won't be able to update anything in my workshop for the foreseeable future, so if anyone wants to modify any of my shared assets I hereby give them permission to do so. If you do, send me a link to the updated model I'll include it in the description of the original model so people can find it.
  9. Texture Import

    First of all, I'd suggest posting modding issues in the modding discussion forum next time, as you'll probably get a better response. (https://community.simtropolis.com/forum/272-cities-skylines-modding-open-discussion/) Now, to answer your questions, I'm guessing the problem is due to the fact that your texture map resolution needs to be in powers of 2, e.g. 512x512 or 1024x1024. They don't need to be square, so sizes like 1024x512 will also work. The lighting in blender should not be an issue, since you should only be exporting your mesh and not any of the lighting components. If you haven't already, you should read the asset editor page in the wiki (http://www.skylineswiki.com/Asset_Editor) there are some good tips there. Hope this helps!
  10. Options for tree assets?

    Many properties are associated with building AI's, and there's a single field m_class which defines the building AI. It is not editable with ModTools though. You'll need to manually change it with hex editor. I have briefly described the syntax in But I'm afraid changing the building AI to that which is used for trees (examine the trees' m_class property in ToolController->BuildingTool->m_prefab), will make your model sway in the wind again, so there is no easy way to make a still tree prop apart from modding the building AI's. This is sort of correct but not exactly. I've actually been playing around with m_class extensively in trying to get this to work. The m_class property does not change the way the building behaves, there is actually a separate property that does this, m_buildingAI, which apparently cannot be changed... at least when I try to change it in the hex editor the asset does not load, and sometimes the game crashes. However, you are right that you can use m_class in conjunction with m_UICategory to change where the item appears in the menu. Both parks and trees have m_class = "Beautification Item" which is why I was able to change the location of the item in the menu for parks but nothing else before. The good news is that this means I can make any class of item effectively into a tree without changing the behavior so it sways in the wind (yay!) The bad news is that it still won't appear if I place it in parks, but this isn't a big deal since I can just make a separate version of the asset as a prop.
  11. I found a few more that might be of interest. These are some properties that let you change the render distances for the primary model and the LOD model. Note that these properties are different for buildings and props, confirming my suspicion that the game handles LOD models for buildings and props differently. For buildings: m_minLodDistance: The minimum distance at which the game starts using the LOD model m_maxPropDistance: The maximum distance at which the game will draw props that are part of the building. When you zoom out further than this the prop vanishes. m_maxLodDistance: Probably related to the other two somehow, but I've played around with it and it doesn't seem to do anything. For props: m_maxRenderDistance: The maximum distance at which the prop gets drawn. When the prop is placed as part of a building the game just seems to just use whichever value is larger between this value and m_maxPropDistance for the building. m_lodRenderDistance: By default both this and m_maxRenderDistance are set to 1000, which is probably why the game doesn't seem to use LODs for props. If you set m_lodRenderDistance lower it may be possible for the game to render an LOD model for the prop, but I haven't gotten this to work for me. Also, one more property that might be of interest is m_size, which is located under m_generatedInfo (a subcategory of m_editPrefabInfo). This value is a 3 component vector giving the x, y, and z dimensions of the asset in game units which are (about?) 1/8 of a grid square. It is generated automatically when a model is imported, so ordinarily there shouldn't really be a need to mess with it. However, it is useful in certain cases for props when the game is giving you the "Generated info has zero size" error. By modifying this value manually you can fix broken props.
  12. Options for tree assets?

    Actually, it turns out it is possible using m_editPrefabInfo if you get creative... sort of. There are a few side effects which I will get to shortly. What I did is import the asset as a park and then "modified it" into a tree by changing the following properties: m_circular = True m_placementMode = OnGround m_UICategory = BeautificationProps m_autoRemove = True Then I just changed all the electricity and water requirements and park benefits to 0 and set the cost to 10 and upkeep to 0. The asset now appears under the trees menu in the UI and behaves mostly like a tree, but there are a few side effects. Some properties intrinsic to parks still exist such as when you place it, the UI will switch to the leisure overview like when you are placing a park. Also each one seems to spawn a seagull for some reason (do parks normally do this?) Finally, the biggest drawback is that even though you can place it like a tree in the park editor, it doesn't seem to show up when you place the park in-game. This kind of defeats the purpose of making it a tree in the first place, since I might as well make one version as a normal prop and another version as a park that can be placed non-roadside by just changing m_placementMode and m_circular. I did try importing it as a prop and as an intersection since these assets don't have the aforementioned drawbacks, but for some reason it still wouldn't show up in the tree menu even though I changed m_UICategory. I am hoping there is still some other way to fix the side effects I haven't discovered yet. Let me know if anyone has any suggestions.
  13. Options for tree assets?

    I was thinking maybe there might be some way either using ModTools or with a hex editor. I know I remember reading about a way you can use ModTools to let you place a building anywhere like you do with trees, but I can't seem to find it now. And if I could also find a way to make it show up in the trees menu so I could use it in custom parks that would be pretty much ideal.
  14. I'm working on a few flower assets that I would like to import as trees so that I am able to place them like such. Unfortunately, when the game applies the default tree animation for them it looks stupid: Does anyone know a way I can import this so I can use it like a tree, but without the animation?
  15. I like them, although I'm a bit curious why you made them if you don't own the game. Are you planning to purchase the game soon? I'd definitely like to see these in the workshop. The one critique I have is that the glass on the edge of the balconies on the second building looks a bit weird being totally reflective like that. I don't think lighting works that way in the real world, though to be fair I don't know if there is any way to get the correct specularity and transparency of free standing glass on in-game textures, since I don't think you can make a textures that are partially transparent and partially reflective (someone please correct me if I am wrong.)
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