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foxnine

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About foxnine

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  1. In general, its fine. But my issue is that pedestrians blocks the passage for cars that are turning, slowing the traffic. If traffic lights (including pedestrians) were better timed, this problem wouldnt exist.. Like, 4 seconds with just pedestrians crossing and the rest of the time, only cars.
  2. Hi guys! Noticed that many of my traffic problems are caused by the bad timed traffic lights (default). Traffic manager already has this option, but I need to set to EVERY single intersection, which obviously, its a pain in the *ss. I want to make a mod setting all the times for all the intersections (no settings, simple and fast) but dont know the tags for the traffic lights in the code.. Any help? === Edit I've found the trafficlight code. It's under RoadBaseAI But, it's so complicated. Anyone would help me with this? *sigh*
  3. I gave up on doing models for the C:S, just doing for myself. My laptop struggles to open the game and I was just getting on the nerves for nothing in exchange.. Good luck to you guys IMO, sending the models to CO, then, they filter the brokens/bad and make a poll to the community looks a better way to judge. Throwing it on Workshop is just unfair with the unknown modders, let's not forget about the inumerous sketchup converters...
  4. Actually, none.. I'd like a detailed one only after learning how to texture properly. I think that's what holds me on modelling something more detailed, because the textures will make the details kinda lame. The current "low apartment" is kinda lame for me.. I'd make a complete overhaul if wanted to represent my work.
  5. Of course not! Any help is welcome This one is from the Coffee shop, the most disorganized map I have. Well, it would be really helpful if we divide the job.
  6. I got them on cgtextures and edit on photoshop as everybody do. Hardly ever I create them (most of times are windows), but I use real textures as a base. My BIGGEST problem is how I arrange them on Maya Texture Editor (UVW mapping). If any pro sees how I make it, he is gonna kill me (really, it's a mess and lazy) But is the most efficient way I found for complex texturing. Honestly, If somebody could teach me how to map it properly, I'll be really really grateful. Texturing is the part I hate most. I enjoy modelling so much but texturing is a pain in the *ss (that's why I have more modelled than finalized buildings) Thank you! I enjoy so much the work of these architects. I was so sad at browsing Steam workshop and not finding those buildings! Well, most of them are plopabble, look in Parks and Monuments! For growables, I really don't know if I make them correctly on AssetEditor. They appears on my game, but it's rare too. -- I just finalized the textures for MASP. Gonna try it and if it's not okay, I'll try to do a remap in maya.
  7. Nah, no problem. It's good that someone said something about the ville entrance's LOD. I let the C:S generate it's own because I tested here and looked fine. Looks like the game generates different LOD for each computer. This one is not hard at all, I'll make it after the retexture of MASP. The problem is that after the update, my method to create LOD doesn't work. I get the LOD xyz error. And all the solutions that I found were for Blender (i use maya). Oh and about the texture of MASP, I'm going to let the windows reflective 100%. Made some tests and the 100% value isn't bad at all, it isn't dark windows but looks fine and much better than the current one. I'm a bit slow these days with C:S assets because I bought Borderlands 2 and found really enjoyable, i mean, addictive. aaaand my laptop takes 5 minutes to start the asset editor, which is not something very motivational..
  8. Hi! I saw a lot of topics here about WIP/completed buildings, I'd like to share mine too. They haven't the top quality neither the worst, I'd say medium. (not bad since I just started and still learning how to optimize things) Most of them are really WIP, haven't added textures or still modelling. Some of them, in my view, isn't going to have a good reception from Workshop, so completing them isn't my priority and I'd like to have your opinion (since I'm safe from trolls and flamers here, i hope) Constructive criticism is really appreciated. Advise me so I can improve! note: I didn't put in chronological order. And have no idea how to render properly in Maya. Currently, I'm trying to find out a way to make the "Los Manantiales" from Felix Candela. The shape of the roof (paraboloid hyperbolic) is ok, now I need to make it precisely. That's it guys. Thanks for the attention.
  9. so true.. I just started and have 38 followers. My most subscribed asset is around 3k and took almost 1 week to reach it. They aren't bad at all, one of my asset is Gula's favorite. Well.. Gula, Drosovila and Zed surpass these 3k in the first hour.
  10. Chinatown Assets

    I was thinking on doing some assets like the gate (drew some sketchs) but since I just started, Don't know how to effectively do the roofs.. On the other hand, chinese stores are easy to do. Can give a try
  11. Here's the result of my WIP building with the mod! Wouldn't achieve such beautiful thing without you guys, thanks a lot! Still needs fixes on the LOD and some texturing issues..
  12. You guys are awesome! How about compatibility? The asset done works if shared to someone who doesnt have the mod?
  13. Show us your bridges!

    Nice! Just adding, flippityfloo is correct. I'm interested in creating bridges too.. what polygon did you use to do the cables?
  14. 32x16 isn't bad at all. I have some projects that could be fitted in. Do you mind sharing the mod? Well, the Congress gotta wait more. lol edit: I was thinking.. we could try 64x32 (yeah, its huge). Since the default size is 16x8, then we got 32x16 working... It's like the game only reads (2SxS, S stands for cell size)
  15. Found this line. It's on TerrainManager, so I assume that could be related to the flattening problem. I tried adding the override to the mod but didn't worked
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