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Bad Peanut

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Everything posted by Bad Peanut

  1. this isn't really the best place to post as it was by pure fluke i happened to access simtropolis. Please use the steam page. when you do check out the last few pages of comments as I've answered similar things from other people. AFAIK it's nothing to do with MOM. If however you feel it is something specifically wrong with MOM there are steps you can take listed in the description that will prove it or not. Please read through them and complete. thanks
  2. Ummm please stop acting like you're in the development team. This is not a bug so it doesn't need to be fixed If you're having problems check out the troubleshooting steps in the steam description
  3. Unfortunately that's not hows the game works. Each tab is assigned in the cover of the network itself, along with other important code you may miss if you assigned it somewhere you shouldn't
  4. real life happens but yes we have slowly been putting stuff together - or rather Andreharv has been doing most of it haha
  5. so I've been waiting for sub buildings to become native so I could finally finish off Flinders Street Station (from Melbourne) here's a quick WIP look - probably will release sometime soonish - maybe next week. Let me know what you guys think!
  6. https://steamcommunity.com/sharedfiles/filedetails/?id=1615328614 Solar Highway which generates power from the sun!
  7. THIS IS WHAT BREAKS TRAIN STATIONS hahahaha it's so frustrating - i get at least one person a week complaining about no passengers using a station and it's because they've chosen to move the tracks around which disrupts the placement of the hidden paths. hahahaa i think he added it back as an option if you hold down alt, but it doesn't do it by default but yeah i just tell them not to interfere with it.
  8. I like the idea of this eye dropper tool for networks but can you consider restricting it to networks that aren't inside assets? (like moveit now excludes them) as there are some cases where there are custom networks embedded in an asset that really should not be used in the open game - and they are deliberately hidden by default but with mods like this and findIt! people are taking it upon themselves to try and use these and tehn complain when they can't get them to work (even though they're not supposed to try )
  9. what would be the difference between this bridge mod addition to network skins and say making a mod that's more like a UI that finds the bridge/elevated versions of networks (like we can create in the road editor) it would be cool to say make a network with the usual number of elevations inside the 1 prefab but have a naming policy for a secondary/tertiary etc "elevated" elevations and the mod would pick up on the extra elevations inside the one subscription/similar names and pop up a UI menu that allows you to select which bridge/elevated prefab to use. eg: make a network called "Highway expressway" and it has ground, tunnel, slope, elevation, bridge. This would be a single upload to the workshop as a normal item that people can download. It would remain singular if people chose not to add additional bridge versions. Then asset creators come along and upload another workshop item that acts as an addon to the original network. this would comprise of a prefab that is only elevated or bridge and is set to "procedural" placement so it doesn't turn up in the normal menu and clutter. When asset creators upload this additional bridge they add an xml that the bridge UI mod reads, which states which original network the bridge is compatible with ie: "[steamid].Highway expressway_Data" and so when the original network is chosen the UI pops up and has a drop down list that you can select any addon network that has an xml for that road and it will replace the default bridge version with the addon selected. xml file could also specify vanilla roads by name so you could have addons that would pop up for the vanilla roads too. I'm aware that you probably don't need xml files anymore and could create a script or something to write the necessary data into the addon network in the editor...
  10. yeah stop flags aren't supported in the vanilla game for elevated roads unfortunately! I ran into the same problem where you could still place the stops if you set up the road correctly but the flags weren't triggered
  11. if you're having trouble with importing from .skp try exporting from sketchup to .dae format making sure you check in options as you export for the save texture coordinates. That doesn't produce any problems for me. however I think it's better practice to do your UV mapping in 3ds max - I definitely use sketchup to model as I have a much faster workflow than when i model in 3ds max, but i always texture in 3ds max because of how powerful the modifier is and how precise it can be.
  12. they only snap within the asset editor itself - so if you save them, they save in their exact positions. UNLESS you have people using MoveIt mod in game which then throws that all out the window.
  13. you can't use building /props shaders on roads. as long as you have set up your CAD units set up correctly it should be 1:1. however you need to make sure your blender units are the units you're using (so if you're thinking in meters make sure blender is in meters.) I hope you've read through the skylines wiki these things are explained very clearly. I'm happy to help with things that are less clear but simple easily obtained knowledge is up to you to find. Have you tested this in game and found the monorail works? (just test the mechanics not the meshes) Try not to add as this can easily break the road - but you can remove by using modtools, finding the correct elevation in the NetAI and hit unset to delete the elevation. save and load to see it take effect. you can try adding by finding the elevation you want from another road, copy and paste it with modtools but I don't think there's much success - kind of hit and miss have a go with what I've suggested and make sure you use some trial and error - save various versions and see if they load and load with your corrections etc.
  14. assuming you are the author of the tram depot, here's how i would advise using the vanilla tram networks so you get as close to what you want without requiring mods etc. expand the width from 5 cells to 6 (so to avoid clashes with the wider tram depot road), upgrade red segments to tram depot road upgrade blue segments to one way tram tracks (making sure they allow a loop) move the pink circled nodes up to avoid collisions from the wider tram depot roads - you may need to do this before upgrading unless you use anarchy first - would suggest using move it mod to move the nodes easily. I did test and there is still room inside your mesh for them to fit - mainly coz the one ways are thinner green circles pole is the ONLY pole that seems to go through your mesh, and tbh i think that's easy to ignore. if people have whinge tell me and i'll embarrass/condescend them into silence. the tram depot roads are fixed height segments so they will keep the one ways at the same height because they share the same nodes, kind of pinning them into place. you could potentially remove the middle vertical (in this image) tram depot road by using the 1 segment of oneway on top and curving it around to the lower node - it might mean you don't have to adjust the pink nodes up because there wouldn't be the collision issue with the largest tram depot roads anymore, but i'll let you play around and see what works best for you. hope this helps. Im gonna link this on your steam page in case this isn't actually you haha
  15. Are you talking about making your own road based off that particular asset? Or you mean you're editing that road and expecting it to stay changed. The latter won't work. The former would mean you'd have to upload that new road to the workshop anyway
  16. i don't think so. It wouldn't logically be able to be applied to a road without a written mod to make it work
  17. If you do not have any basic skills at 3D modeling and texturing then you will need to start there before considering what you're thinking. Try checking out YouTube videos, including ronyx's channel, lynda.com for tutorials on different software for modeling and texturing. Best of luck
  18. the only answer i can think of is make your own traffic lights props (an effort in itself - i have NO idea how to do it, i assume there's something with the illumination map or flags or something to get the lights changing). you can then make the props in temperate and have them as subscribed addons on steam and they'll load in both biomes
  19. ARp is a mix of the alpha, road and pavement maps. split the file into the three channels (3 separate maps) and you have to invert one (I forget which one, but you'll figure it out)
  20. tiny roads is added in by Next2 so it wouldn't be recognised unless you were using the mod. if you're making a stand alone road from the editor you will have to keep it in the small roads category or list NExt2 as a requirement - assuming you can use the copy function ofmodtools to copy the next category to your road.
  21. @wojtason try and export the textures used on the vanilla roads (if you know how to with mod tools - if not check out ronyxs wiki i'm pretty sure he must have something that shows you how) Just ignore any mass transit roads they were not made to a high standard at all
  22. DUDE this looks so good! sucha shame you lost the files :'(
  23. hmmm they usually are asking for roads with different lane configurations which would usually require more than just textures tbh
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