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Alpha/Transparency....
TallgeeseIV replied to Mr_Maison's topic in Cities: Skylines Modding - Open Discussion
Has this been tested? In other games I know the alpha channel is sometimes used for transparency but do we know that Cities Skylines will use it? -
has anyone moded or made any new cars and trucks yet?
TallgeeseIV replied to 47ply's topic in Cities: Skylines Modding - Open Discussion
Yeah, I want to get to work on some new service vehicles and trains. The vanilla ones are pretty obviously UK styles. I'd like to make a USA vehicle pack myself, with GMC styled ambulances, dodge charger and ford crown victoria police cars, diesel freight trains and amtrak passenger trains. Oh, and I'd like to change the sirens to more american sounding ones too. -
A few quick questions about texture maps - asset creation
TallgeeseIV replied to ruoy's topic in Cities: Skylines Modding - Open Discussion
Hey, here's the resource you're looking for on importing: http://www.skylineswiki.com/Asset_Editor At the bottom you'll find the details on texture maps. Any size that's a multiple of 8 will work. I'm not sure where the upper limit is but i've tried from 16x16 all the way up to 2048x2048, and rectangles, aka 512x1024 work as well. FBX is the only importable format at this time. The developers suggested 1k polys maximum for buildings, especially zoned ones that pop up everywhere. I've gone up to 10k for a unique building with no issues though. -
has anyone moded or made any new cars and trucks yet?
TallgeeseIV replied to 47ply's topic in Cities: Skylines Modding - Open Discussion
Not yet. From the wiki: "Vehicles and Citizens are not yet supported." -
Want to take a Real Life Building and Import it Into Skylines, Help? :D
TallgeeseIV replied to LuigiCity1245's topic in Cities: Skylines Modding - Open Discussion
I'm not sure what you mean by a "3D Image". The route most of us know is to completely recreate the building from scratch. There aren't many shortcuts around doing it. -
Updating Steam Workshop Assets?
TallgeeseIV replied to TallgeeseIV's topic in Cities: Skylines Modding - Open Discussion
Aha, I finally found my answer! http://www.skylinesmodding.com/t/solution-how-do-i-update-my-mod-steam-workshop/86 For future readers looking for an answer to this problem, this method also works for assets. -
Updating Steam Workshop Assets?
TallgeeseIV replied to TallgeeseIV's topic in Cities: Skylines Modding - Open Discussion
I'm really desperate for an answer to this question. Please, if anyone knows, I need to know this asap. Thank you so much for reading! -
Updating Steam Workshop Assets?
TallgeeseIV replied to TallgeeseIV's topic in Cities: Skylines Modding - Open Discussion
Ohhh, I missed the little line on the wiki that states you have to subscribe to your own assets on the workshop in order to update them. Buut, it won't let me overwrite the workshop version... so, back where i started. anyone know how this works? -
Updating Steam Workshop Assets?
TallgeeseIV posted a topic in Cities: Skylines Modding - Open Discussion
So far I've had to take down previous versions of my asset and re-publish the newest versions, losing all the stats on the original asset in the process. As I understand it, an update button should replace the share button if you're just modifying it, but there's no "import new model" option, so once your model is imported, you seem to be stuck with it, unless you re-make your asset, basing it on your previous one, which would be fine, but then there's no update button.... So... how do I actually update an asset with a new model on the workshop? -
[Tutorial] Creating & Applying Custom Props
TallgeeseIV posted a topic in Cities: Skylines Modding - Open Discussion
I had some trouble with this and I've noticed a lot of other people having trouble too, so I decided to write up a quick tutorial on it. I started modding Cities: Skylines yesterday so I may not have all the answers to please forgive any mistakes. Importing your model: Importing a prop works much the same way that it does for buildings or other assets, with one difference that I've found: Scaling. I don't know if it's a bug or intentional but scaling a prop during importing produced errors for me. This may only occur at higher scaling values. I worked around it by scaling it in 3ds Max first, resetting transform, and importing it at scale 1 in C:S. For example, if you wanted to scale your object by 5, go back into your modelling program, increase the object scale by 500%, then reset transforms and export again. It should now be the same size it would have been at scale 5 in C:S. Once you've got your prop imported, it's time to save (since there are no other tools to use). Make sure you give each one a unique file name AND asset name. Think of it like giving a word document a file name, and a title. The file name might be "word_doc_1" but the title might be "Professional Resume". The file name text in the left box must be unique or it will overwrite an asset with the same file name. The asset name text box on the right must be unique because apparently the editor requires unique asset names and will only load the first created asset with the same name. For example, You cannot have 2 props named "Park Bench" but "Park Bench 1" and "Park bench 2" will work fine, and you will be able to see both in your props list when it comes time to apply them. You may have noticed that unlike when creating assets, when creating props there is no camera tool to take a screenshot. You may also notice that in the lower right corner of the screenshot place holder image of the prop save screen, there is a little folder icon. Clicking that will open this prop's screenshot folder in windows explorer (or Linux's? I don't know, I'm on windows). There you can paste your own image file. File name doesn't matter, and I'm not sure which formats are valid but I know jpg and png work. Return to the game and you'll see your image on the right, and you can scroll through images if you pasted more than one. After saving, you cannot immediately create/load an asset and add them, you must first return to the main menu, then create/load from there. I'd imagine the main menu calls the function that searches for newly created props and adds them to the content manager, and that function has to be called before you can add them. After returning to the main menu, and creating or loading an asset, your newly created props will appear under park assets (park bench button > park bench tab). I haven't found a way to categorize assets, but if they were created and saved correctly, that's where they should be. And finally, there are almost no error messages in place yet, but I've noticed, at least in my game, that if you ever have to click continue more than once, something went wrong. Hope this helps. It's a finicky workflow for now, but it does work. -
How to save/load prop assets to use in parks or buildings?
TallgeeseIV replied to ReticentDaikaiju's topic in Cities: Skylines Modding - Open Discussion
I had some trouble with this at first too. Firstly, make sure you give each one a unique file name AND asset name (field on the left, 2 fields on the right when saving) Second, I don't know if it's a bug or intentional but scaling a prop during importing produced errors for me. Only thing that worked was scaling it in max, resetting transform, and importing it at scale 1 in C:S (ex: scale 5 = 500% in max. Third, I haven't found a way to categorize assets either, but if they were created and saved correctly, they will be under park assets (park bench button > park bench tab) Fourth, it seems you can't save a prop, then immediately create a new asset and apply it without first returning to the main menu. After creating and saving your props, return to the main menu, then load your building/park, and they should be in the park equipment section mentioned above. And finally, there are almost no error messages in place yet, but i've noticed, at least in my game, that if you ever have to click continue more than once, something went wrong. Hope this helps. It's a finicky workflow, but it'll work.
