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Everything posted by Judazzz
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I feel your pain. Doing it right is such an OCD-fest Anyways, I started colonizing me an island:
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mic´s building again: Release for Pug Monaco Serie and new wip "lost Places Factory"
Judazzz replied to Miccrosshill's topic in Cities: Skylines Modding - Open Discussion
That's a pretty damn spectacular (and mighty fine) debut you made, Miccrosshill! -
Giovanni E's (not so) architectural marvels
Judazzz replied to Giovanni E's topic in Cities: Skylines Modding - Open Discussion
Good to see you back, Gio! Can't wait to see what quirky, original, and pretty stuff you'll come up this time! -
Yeah, I'm pretty pleased with that invention myself, if I dare say so I'm just starting to plop buildings on top of each other other with Move It!, and although it can be hard to find buildings that match well, if they do, it looks like a whole new building - endless possibilities!
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Show Us Your City At Sunrise/Sunset!
Judazzz replied to masochist's topic in Cities: Skylines Showcase
Different angle:- 45 Replies
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Workshop cars look so much better \o/ Downtown scene The crappy part of town
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Dethkwok's Custom Buildings: Suburbia, USA: First set released!
Judazzz replied to DethKwok's topic in Cities: Skylines Modding - Open Discussion
Ditto for me. Good to see you haven't disappeared off the face of the Earth, DK! -
[SOLVED] Forcing a growable building to spawn - help?
Judazzz replied to Kliekie's topic in Cities: Skylines Modding - Open Discussion
Any chance it could be saved as a corner building? (wouldn't explain why Building Themes can't find it, though) At times I've wrestled with the same issue with Workshop assets as well (before Find It! made live so much easier for us), and it took me ages to figure out the building I wanted to spawn wouldn't grow on a normal plot. Also keep in mind that - as far as I know - RICO settings prevail over asset settings when it comes to wealth level and building type, so if you have a L3 HR building RICO-fied as L5 HR, it will grow as an L5 building. Similarly, a commercial growable RICO-ized as industrial building will only grow as an industrial building. -
I had to look closely myself, but there it is
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Darfs buildings | New releases
Judazzz replied to Darf's topic in Cities: Skylines Modding - Open Discussion
I haven't seen it in-game yet, but no doubt in my mind it'll look insanely good! And speaking of looking insanely good: here's a screenshot I took of your previous upload - I don;t think I've seen more beautiful texturing for this game than this yet - it's mind-blowing! -
Better "Decoration" Sprites
Judazzz replied to TPB's topic in Cities: Skylines Modding - Open Discussion
I agree the old ones look more dense, but the updated ones look so much better. And I think density won't be that much of a problem once you combine them with grass/lawn assets, like the ones by Pdelmo. Something that wasn't really an option with the old ones, because they looked fugly no matter what you tried, or what you combined them with. So in my opinion it's a massive improvement: in fact, it's hardly a contest at all! The one thing that will probably prevent me from using even these improved ones is that you don't have any control over where they show up (at least afaik.): and whether vanilla or these new ones, it looks kind of odd seeing them prop up on yard tiles and other decals. -
Avanya's buildings (Update 7/1: Cargo rail stations released)
Judazzz replied to Avanya's topic in Cities: Skylines Modding - Open Discussion
A bit late to the party, but many congratulations on your wedding! Ditto to you, Mr_Maison!- 800 Replies
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Welcome on board, pdelmo! Your trees are fantastic, perfect companions for (and supplements to) Mr_Maison's collection!
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@Abrams124 - I have to confess that the idea was 'borrowed' from an interchange in the Workshop, so the layout isn't really my idea. However, since the underground is anything but flat, I ultimately had to redo pretty much every stretch of road to get it all nice and smooth, and while on it, I made a few changes to the layout as well. It's not suitable for high-traffic situations btw, but with low to medium traffic density it flows pretty well (and it looks great).
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It still needs some polish (for some reason the underground keeps buckling at nodes - best visible in the 2nd screenshot) and proper exit/entrance lanes, but overall I'm pretty pleased with it so far.
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Judazzz' C:SL Goodies - Update: American Roadsigns v2.0.0 (complete overhaul)
Judazzz replied to Judazzz's topic in Cities: Skylines Modding - Open Discussion
On it! -
[Delta ²k5]'s "Chop Shop"
Judazzz replied to Delta2k5's topic in Cities: Skylines Modding - Open Discussion
That's one hell of an undertaking! Transport isn't really my focus point when playing, especially not airports (usually just plop a vanilla one, add some roads and details, and call it a day), but I'm looking forward to see this progress - perhaps it could even entice me to putting some actual effort into building a decent airport...- 20 Replies
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Man that vanilla nuke plant looks puny in comparison Looks smashing, and the size is positively monstrous! Appears to be roughly in the same league as the old Dampfkraftwerk Donaustadt that has been pulled from the Workshop ages ago (luckily I saved it locally for... well... "archiving" purposes...) Any idea what the final file size for the whole package (building and props) will be, ballpark estimate?
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pauliaxz's modding projects (Škoda Yeti [WiP])
Judazzz replied to pauliaxz's topic in Cities: Skylines Modding - Open Discussion
It could be caused by something else, so I'm not 100% sure it actually is related, but I think the main downside of that approach is that the when the LOD kicks in, you'll see vanilla arrows again. I'm using Roads United and an American texture pack that uses custom road arrow decals, and when I use the LOD Toggler, all arrows change back to their vanilla state (both in appearance and the directions it points to [I manually remove all unwanted road arrows with TM:PE's 'Change road arrows' feature, but when the LOD kicks in, all the original directions become visible again]). Like boformer said, the American Roadsigns mod does pretty much exactly what you want, just not with road arrows (it just touches road signs and road-side props): when a city loads, the checks for the presence of - for example - the highway sign by looping all , and when found replaces it with a custom sign prop that I have included in the mod. In my case the replacement is a static reference, but obviously you could also make it dynamic (like allowing the player to pick a replacement from a pre-defined or dynamically created list of replacement decals). However, for the highway gantry sign and street name sign I only replace the texture, so both approaches you mentioned are present in the code. If you want to learn a bit more about the mechanics, have a look at this - rather messy - script.- 81 Replies
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Judazzz' C:SL Goodies - Update: American Roadsigns v2.0.0 (complete overhaul)
Judazzz replied to Judazzz's topic in Cities: Skylines Modding - Open Discussion
All right everyone, a little gift for you all: I just uploaded an update (v1.4.0) for Ultimate Eyecandy that adds a new slider to the Ambient Panel which allows you to control the Time of Day. In other words, Timewarp meets Eyecandy! So from now on you can instantly turn night into day or dawn into dusk! The feature is only active when the day/Night Cycle is enabled in the game options, and out of 'security' reasons it is stand-alone: the Time of Day value will not be stored in presets, and it will also not be remembered between gaming sessions. Hope you like it! -
I second that: thank you for your awesome March Decal Madness, Ronyx! I don't use the decal mods (I invested too much in terrain themes and the Theme Mixer mod), but each and every one of the 'normal' decals is just fantastic! So, what's up for April?
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Judazzz' C:SL Goodies - Update: American Roadsigns v2.0.0 (complete overhaul)
Judazzz replied to Judazzz's topic in Cities: Skylines Modding - Open Discussion
@Avanya - You're right about the locally stored LUTs. I received some remarks from people that local LUTs caused problems/errors, so I decided to disable support for the time being (at the moment I don't really have time to look into it - once I do I'll have a look-see). -
Judazzz' C:SL Goodies - Update: American Roadsigns v2.0.0 (complete overhaul)
Judazzz replied to Judazzz's topic in Cities: Skylines Modding - Open Discussion
Thanks for your suggestion mate, I'll take it into consideration. -
Judazzz' C:SL Goodies - Update: American Roadsigns v2.0.0 (complete overhaul)
Judazzz replied to Judazzz's topic in Cities: Skylines Modding - Open Discussion
I'll see what I can do: I admit it does sound like a feature that definitely fits Eyecandy's bill. I'm just a bit worried that I'll get swamped with people complaining about a broken simulation if they play with such a feature too much (which can happen) - many players seem to just mess with mods without reading the description or user guide, and then spam the mod's Workshop page with 'How can I fix my b0rked city' comments... @maksim2014 - for the time being sub-buildings are not supported by Prop it Up. I still need to investigate if it's possible (I reckon it is), and if so, how much work it'll be to implement and what the impact will be on the mod's stability (if it's a ton of work and/or resulting in a unstable, error-prone mod, the costs may outweigh the benefits).
