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Everything posted by GC_Vos
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First height / Other height in ModTools
GC_Vos posted a topic in Cities: Skylines Modding - Open Discussion
Hey guys, Does anyone know where I can find these values in modtools? I'm trying to change firstheight for a growable but can't find these in prefabinfo... Thanks!-
- modtools
- floor height
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Hey guys, wow, haven't visited since 2017! But I'm still around. How you guys been?
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Hey guys! It's been a long time! Been working on an office building pack...
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Refer to main page for updates: https://steamcommunity.com/sharedfiles/filedetails/?id=478820060 Please note while I am part of the NExt/TAM team helping with graphics and textures, I don't do any coding. So while I do my best to answer questions I honestly don't know the answer to everything, especially when it comes to 'under the hood' stuff.
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- network extensions
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Illumination map texturing overview
GC_Vos posted a topic in Cities: Skylines Modding - Open Discussion
This guide shows you how different illumination and specular values affect the look of your structures during night time. It's primarily intended for asset creators and serves as a visual reference only. http://steamcommunity.com/sharedfiles/filedetails/?id=524027632 I will update it as we learn more...- 18 Replies
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- illumination
- after dark
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Network Extensions Project
GC_Vos replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
@baduncansd Yeah you're right, they are basically reskins of regular 2L and alley roads. @andreharv There's still this one which could be added to complement 2LTL:- 813 Replies
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Network Extensions Project
GC_Vos replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
@andreharv If you want I can pick up those suburban and cobble roads, it's just been a long while since I worked on those... Or perhaps if you have other new ideas?- 813 Replies
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Content Creator Pack: High-Tech Buildings
GC_Vos posted a topic in Cities: Skylines General Discussion
Hey guys and girls! Today I would like to present the second Content Creator Pack created by me. The pack only contains Unique, Park and Service buildings... Unique buildings: Research Center Electric Car Factory Semiconductor Plant Robotics Institute Nanotechnology Center Television Station Software Development Studio Biodome Space Shuttle Launch Site Electric Car Factory Service buildings: Intelligence Agency (Large Police HQ) Medical Laboratory (Semi Hospital) Cryopreservatory (Advanced Crematorium) Faculty (Small University) Wave Power Plant Park buildings: Vertical Farm Biodome Some screenshots down below... If any of you find any issues with the buildings or the DLC in general, feel free to let me know because there's bound to be a patch down the line. -
Content Creator Pack: High-Tech Buildings
GC_Vos replied to GC_Vos's topic in Cities: Skylines General Discussion
A mod would be a great idea, but for now I'll just share the assets. I just got word it's okay for me to share them on the workshop. One thing that will be different for the workshop versions is their texture resolutions will be upped compared to the ones in the DLC. I think many of them were lowered to 512/1024 but most of the originals are 2048. So that will be one advantage to sharing the ones I have locally... -
Content Creator Pack: High-Tech Buildings
GC_Vos replied to GC_Vos's topic in Cities: Skylines General Discussion
Anybody want RICO versions of these? I can ask Paradox if I can share them on the Workshop (you would of course still need the DLC to use them). -
Content Creator Pack: High-Tech Buildings
GC_Vos replied to GC_Vos's topic in Cities: Skylines General Discussion
We could pick the theme and choose what buildings we wanted to create. Paradox was very helpful with suggestions. CO did not get involved until the QA started and some issues had to be fixed. I'm not sure what the plans look like for future packs. I think it'd make sense for another asset creator to do the next one (I'm assuming there's gonna be more but no official word on this). A Station DLC would be pretty sweet. Tbh I'm still hoping there will be a public transport DLC created by CO. -
Network Extensions Project
GC_Vos replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
Lazarus, perhaps this is a good time to dig these out of the ground? Or would these be a better fit for NS?- 813 Replies
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Content Creator Pack: High-Tech Buildings
GC_Vos replied to GC_Vos's topic in Cities: Skylines General Discussion
Thanks everyone! Neither Paradox nor me expected the DLC to be so well received! A 100% positive rating on Steam is just wow! There should be another patch fixing some minor issues with the next game update (I don't have an exact eta for this). I wanna return to making stuff for the workshop again so stay tuned. -
Network Extensions Project
GC_Vos replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
The Moderator is actually Lazarus / Andre lol- 813 Replies
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- network extensions
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Content Creator Pack: High-Tech Buildings
GC_Vos replied to GC_Vos's topic in Cities: Skylines General Discussion
Thanks @boformer for the screenshots! @Kaschperl I'm sure there will be more packs in the future, maybe there will be something for you at some point. @Avanya Thank you, I sent some of my own screens to Paradox but they are a bit busy atm with all the DLCs coming out on the same day, maybe the will still update the ones on Steam... -
Content Creator Pack: High-Tech Buildings
GC_Vos replied to GC_Vos's topic in Cities: Skylines General Discussion
Thank you! I will continue to make assets I just want to make sure any issues are fixed with this release. (Many were already fixed during QA but you never know.) -
New to Modelling/Texturing - Need Help
GC_Vos replied to wasaki's topic in Cities: Skylines Modding - Open Discussion
I would at the least try to remove some holes in those faces. You could have some big flat polygons where parts of them are underneath the rooftop elements. That will definitely lower the tris count, but it will add some unused areas to the uvmap. I sometimes use these areas for texturing other smaller faces. -
New to Modelling/Texturing - Need Help
GC_Vos replied to wasaki's topic in Cities: Skylines Modding - Open Discussion
Yes, all triangles add to the tris count. This big complex ones are called ngons (they show up as one face but can have dozens of triangles in reality). You could try to work with your own layout of squares. That usually also makes texturing a bit more easy but it may require more vertices. -
Learning asset creation - American House
GC_Vos replied to barcasam7's topic in Cities: Skylines Modding - Open Discussion
Great work! You are improving your texturing skills very quickly. -
Lee Towers' assets
GC_Vos replied to Lee Towers's topic in Cities: Skylines Modding - Open Discussion
If you are gonna build NS assets, make sure you build in a 10% delay rate, 25% chance of detours and 40% customer dissatisfaction. Kidding aside these are great assets and I'd love to see more Dutch stuff. -
How does asset handler handle "underground" parts of a mesh?
GC_Vos replied to SAVAGExPHOENIX's topic in Cities: Skylines Modding - Open Discussion
The only downside is your building will then conform to the terrain. So you'll want to use flatten terrain and keep the lot size about one cell away from the building walls.- 3 Replies
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- underground
- asset editor
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Learning asset creation - American House
GC_Vos replied to barcasam7's topic in Cities: Skylines Modding - Open Discussion
As Ronyx and Avanya stated, the neutral color is 192 grey. In your case it would end up looking something like this: I noticed your texture size is 640x640, which is incorrect. It should be either 512x512 or 1024x1024 (power of two) I would advise reading through this tutorial: https://steamcommunity.com/sharedfiles/filedetails/?id=500036497 -
Learning asset creation - American House
GC_Vos replied to barcasam7's topic in Cities: Skylines Modding - Open Discussion
For sure, tiling works very well in all directions as long as it's just the main model. -
Learning asset creation - American House
GC_Vos replied to barcasam7's topic in Cities: Skylines Modding - Open Discussion
Open the UV editor, press CTRL+O and enable Tile Bitmap. You can also select the number of tiles. Just make sure your LOD does not tile, lod textures have to stay within 0,1. -
Learning asset creation - American House
GC_Vos replied to barcasam7's topic in Cities: Skylines Modding - Open Discussion
The problem is you have a bunch of different element including cameras inside your fbx. The game cannot handle all that stuff. As Darf said you have to collapse and export just the selected main model. Not everything in your scene.
