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foxnine

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Everything posted by foxnine

  1. 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*
  2. 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.
  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. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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..
  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. hi all I made the National Congress of Brazil but since it's huge (aprox. 150x160m), it doesnt fit in the asset editor, which is a shame Is there anyway to unlock this limitation using ModTools?
  11. 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
  12. 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..
  13. You guys are awesome! How about compatibility? The asset done works if shared to someone who doesnt have the mod?
  14. 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?
  15. 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)
  16. 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
  17. That's not gonna be a good way to fix it.. I need people markers on top of the main building and the main ramp takes more than 8 spaces :/ I can wait for the larger monuments mod. no hurries!
  18. Sorry about the late response. I'll take a try, thanks for the support! Here's the entire error:
  19. Grass and concrete, both gave me the same error. Interesting that the props, door/parking/people markers are fine. The error is just with tiles I'm afraid that I can't help a lot with modding. My programmers skills are just html/css and basic logic. assets are the only thing I make for Cities.
  20. Got progress on making it to the asset editor! And my building is completely fine But when I try to put any kind of prop surface, this error goes on. Major problem here, I can't close it. The only way to get back to the main menu is closing the game via task manager. edit: Props are still 100% fine @AJ3D the example that you gave has some flaws, but its not a bad thing, you probably wrote it quickly if anyone is interested..
  21. Hi, so basically I came up with this idea when I was trying to make Shinjuku Station but I'm stuck with one of the steps. Didn't see anybody trying to do this, so I posted here to gather help and if possible, make custom stations a thing! First, the game uses Unity. In Unity, we have prefabs. Each prefab, contain many components (gameObjects) and these prefabs could be anything. In C:S, the assets basically are prefabs. When we open a Train Station (or any kind of public transport), there's a pink thing showing the path of the people. That's probably just a mesh with a script inside the prefab (asset). We want that thing! Here's what I thought: - Find a way to extract those prefabs from the game data (they are inside .assets file.) - Find the prefab of the station and open it in unity. Grab that pink thing - Open the custom model in unity and add the pink thing (adjust it to meet with the custom station) - Save it as a prefab. Export it to the .assets file - In theory, we are going to find the custom model on Asset Editor and done! ---- I know that it may be impossible and I'm just dreaming. But in my head, this may works. I find a software that can "extract" those prefabs. It lists the prefabs of the game, but it exports as .raw or .txt. (probably because this software is aimed for texture mod from another game). Found other 2 extractors. But I'm getting runtime error.
  22. Yeah, exactly. But I found that mod some hours later, sooo.. yeah. useless topic
  23. Can't see where it were cut down (never paid attention to the CO HQ btw). Did you tried to fill the ground with any type of tile? I found BuildingAI and changed the values, the problem is when I compile it. the project presents errors on the AreasWrapper (an undeclared variable... it just doesnt make sense, right?) I'll take a look! Thankz, that's gonna be a big help.
  24. I tried on MonoDevelop but got an error when building it on AreasWrapper.. Not sure if I did it right. I dont mind if I test your mod for you lol
  25. I'll try to change the value in BuildingAI, compile and replace the original. I may be able to extend the limit to 20 or even greater. A doubt came into my mind while browsing the ILSpy, the user need to have the custom Assembly-CSharp or only me? currently installing visual studio community 2013.. I only have vs express, but this one only supports windows store apps. damn you microsoft
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