-
Content Count
97 -
Joined
-
Last Visited
Content Type
Profiles
Forums
Omnibus
News
Features
Downloads
City Journals
Calendar
Gallery
Everything posted by Shelltoe
-
Official modeling contest by Paradox Interactive
Shelltoe replied to Dubai Skyscraper's topic in Cities: Skylines Modding - Open Discussion
yeah the old problem. there are 50k entries in the workshop right... only 950 mention the word LOD (including "no lod included" ) will require some time to change this. -
Official modeling contest by Paradox Interactive
Shelltoe replied to Dubai Skyscraper's topic in Cities: Skylines Modding - Open Discussion
dubais idea is pretty great actually. CO would make sure the models meets the minimum requirements and the public can vote. after all i think it's a creativity contest. if someone just started to modell you can't expact him to create perfect models like dubai or zed, they should still have a change to win from a creative point of view. i'd always prefer a public vote over a few judges for this kind of contest -
Official modeling contest by Paradox Interactive
Shelltoe replied to Dubai Skyscraper's topic in Cities: Skylines Modding - Open Discussion
well we just heared we don't even know how the "featured" mechanic works so probably only valve has controll over it and could say how fair it is. consider most active players browsing in the workshop don't know/care about the contest at all. they see an indeed great excavator on the frontpage and sub. thats all good and no problem. what's not good is that these ppl don't know they judge by doing so (they vote a virtual "no" for all the others). and they won't see all the other related stuff they would have to search for. even if they would like some of those more. and would "rate" for something else if they knew whats up/cared about it. i don't think anyone really claimed what you said. i have no idea how to procede but it is a problem and it should be dealed with. i think we can't do to much about the workshop mechanics and an "Contest Showcase" on the front page (like mention by someone else) is no option right? -
Official modeling contest by Paradox Interactive
Shelltoe replied to Dubai Skyscraper's topic in Cities: Skylines Modding - Open Discussion
oh yeah might have gotten it wrong. it might be a dynamic week review -
Official modeling contest by Paradox Interactive
Shelltoe replied to Dubai Skyscraper's topic in Cities: Skylines Modding - Open Discussion
hm you think it's based on votes? (you read it our post on the paradox forums right ... there aren't that many votes) feels like "Currently Hot" in terms of downloads within a certain amount of time. i have seen items go frontpage the day they went online so a week seems unreasonable but yeah i thought so. it's a valve thing -
Official modeling contest by Paradox Interactive
Shelltoe replied to Dubai Skyscraper's topic in Cities: Skylines Modding - Open Discussion
@Azurespecter can you explain how to get featured please? -
Official modeling contest by Paradox Interactive
Shelltoe replied to Dubai Skyscraper's topic in Cities: Skylines Modding - Open Discussion
won't happen. the workshop is basically valve. i don't think they will create a special C:S workshop page. -
Official modeling contest by Paradox Interactive
Shelltoe replied to Dubai Skyscraper's topic in Cities: Skylines Modding - Open Discussion
well but only the featured once will be seen by the majoity of the players. (EDIT: can anyone explain how to get featured?) it's like very few ppl will search for "#tempted" and look at the results, subscribing only the once they want to win. it's probably very many ppl seeing something on the workshop frontpage, clicking it. it's not really a problem they get featured but if so all should be imho -
Official modeling contest by Paradox Interactive
Shelltoe replied to Dubai Skyscraper's topic in Cities: Skylines Modding - Open Discussion
featuring three contest entries it totally absurd. just forget about it. it already happend. even if those three won't win this time. Paradox will handle it different next time. thats not how to do a competition. they probably forgot about this workshop mechanic -
Official modeling contest by Paradox Interactive
Shelltoe replied to Dubai Skyscraper's topic in Cities: Skylines Modding - Open Discussion
ppl who subscribed to some collection featuring an asset won't visit the asset site but are subscribed to the asset. eg my supermarket has way more subs than views cause it can be found in many collections. so if contest entries get attached to populare collections this could be a reason. -
Official modeling contest by Paradox Interactive
Shelltoe replied to Dubai Skyscraper's topic in Cities: Skylines Modding - Open Discussion
wow just saw this.... featuring any of the contest entries is kinda lame though i think it's not CO featuring it but Valve -
Does anyone know how to fix this shadow line issue going down the middle of parts of the model?
Shelltoe replied to Shroomblaze's topic in Cities: Skylines Modding - Open Discussion
oh i c sorry let's wait for his answer -
Does anyone know how to fix this shadow line issue going down the middle of parts of the model?
Shelltoe replied to Shroomblaze's topic in Cities: Skylines Modding - Open Discussion
no i think it was his normalmap (_n) i guess he had to flip colorchannels as darthviper suggested. -
Does anyone know how to fix this shadow line issue going down the middle of parts of the model?
Shelltoe replied to Shroomblaze's topic in Cities: Skylines Modding - Open Discussion
ah so darthviper107 on cgtalk was probably right -
Does anyone know how to fix this shadow line issue going down the middle of parts of the model?
Shelltoe replied to Shroomblaze's topic in Cities: Skylines Modding - Open Discussion
only had time for quick look so far. the model and the uv map seem to be ok though. were you able to fix it yet? otherwise ill have another look later. -
Does anyone know how to fix this shadow line issue going down the middle of parts of the model?
Shelltoe replied to Shroomblaze's topic in Cities: Skylines Modding - Open Discussion
hm looks like the model was mirrored and the center vertices weren't merged properly. though you probably already checked this. do you still have your unmodified exported obj? -
Need your advice: BuildingThemes config format
Shelltoe replied to boformer's topic in Cities: Skylines Modding - Open Discussion
hm using elements you'll probably have a lot more flexibility and extensibility in the future as attributes can't store multible values. of course it requires some extra code but it makes it more readable too. i would not suggest to use attributes where multible values could be possible in the future but this depends on your plans i guess as i'm not to sure if i got your initial format: first Terraced House1#L2 (a actual workshop item with id / the base asset will allways have an workshop id right?) gets loaded. then #L3-#L5 will be created using #L2 as a base, renaming it and changing its level. <Building active="False"> <WorkshopId>123123312</WorkshopID> <AssetName>myasset</AssetName> <UpgradesTo>myasset#L2</UpgradesTo> <AvailableLevels> <Level>1</Level> </AvailableLevels> ... </Building> <Building> <AssetName>myasset#L2</AssetName> <DuplicateOf>123123312</DuplicateOf> <UpgradesTo>myasset#L3</UpgradesTo> <AvailableLevels> <Level>2</Level> </AvailableLevels> ... </Building> <Building> <AssetName>myasset#L3</AssetName> <DuplicateOf>123123312</DuplicateOf> <AvailableLevels> <Level>3</Level> </AvailableLevels> ... </Building> ### Pseudocode: foreach Building { if active { if !isLoaded(this.DuplicateOf) { createBase(this.DuplicateOf) } else { loadBase(this.DuplicateOf) } } } this should work shouldn't it? i might be totally wrong though, i have no clue what your sourcecode looks like. you could even fix the 2 authors / 1 asset name problem by attaching the orignal workshop id to all variation assetnames while generating them. -
Need your advice: BuildingThemes config format
Shelltoe replied to boformer's topic in Cities: Skylines Modding - Open Discussion
just curious. is it only possible to store data in attributes or is something like this possible? <Building name="myasset#L2"> <DuplicateOf>myasset</DuplicateOf> <UpgradesTo>myasset#L3</UpgradesTo> <AvailableLevels> <Level> 1</Level> <Level> 2</Level> </AvailableLevels> ... </Building> guess it will always be kinda limited using only one tag + attributes -
Official modeling contest by Paradox Interactive
Shelltoe replied to Dubai Skyscraper's topic in Cities: Skylines Modding - Open Discussion
https://forum.paradoxplaza.com/forum/index.php?threads/grand-cbc-poll.841663/ -
Official modeling contest by Paradox Interactive
Shelltoe replied to Dubai Skyscraper's topic in Cities: Skylines Modding - Open Discussion
This. He is highly overrated if you ask me. Especially his real world models are ridiculously inaccurate. For a skyscraper lover like me it's a pain to look at his Kingdom Tower. But I don't want to rant any further, I'm probably just too much of a perfectionist, the average C:S player won't give a damn about accuracy. haha his LOD's kick ass though -
Building Themes Mod
Shelltoe replied to boformer's topic in Cities: Skylines Modding - Open Discussion
The goal is that the users don't have to mess with the xml file at all. A way to share the themes would be great. sadly we can't browse the Workshop using the steamapi for now =/ had a quick look -
Building Themes Mod
Shelltoe replied to boformer's topic in Cities: Skylines Modding - Open Discussion
thats pretty cool. would it be possible to create one xml per theme instead of one file for all themes? creating a online DB for ppl to share such themes would really easy and awesome. -
Building Themes Mod
Shelltoe replied to boformer's topic in Cities: Skylines Modding - Open Discussion
this really sounds awesome so far. i'm gona try this. so could we share those themes xmls? or does everyone have to create his own xml? -
The code of this game is a nightmare!
Shelltoe replied to boformer's topic in Cities: Skylines Modding - Open Discussion
well regarding assets you should really try to finish the present editorfeatures instead of adding new stuff here. currently there are at least 2 gamebreaking bugs with the editor everyone has to deal with. (ask CO_Dae about those if you have no clue) half the options are mostly useless (eg. color variations) because not actually functional (with most provided templates) + even the build in templates seem to use wrong values (floorcount etc) which is kinda odd especially if you have no clue what the values are actually doing. even if you try to fix such thinks in a hexeditor, you are lost most of the time because some gamelogic seems to be missing. i guess you want us to be able to create assets as nice and functional as the stock ones, but we really can't. Not even close and we probably won't be able to in the near future. (just two more hints: train engines in the front and the back, vertex animations) so the biggest request is to provide an editor which is able to reproduce the features of every single stock assets there is! Not just some, maybe functional stuff. regarding mods we were told in the offical forum that you guys did everything you can and it's up to the modders now. yet we all know about the limitations and possible conflicts. should we wait for something to happen here? or should we start decompiling? there is some truth in this thread. i'll repost this in totalymoos thread.
