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Everything posted by Judazzz
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Highway Sign Maker - For Cities Skylines?
Judazzz replied to Need4Camaro's topic in Cities: Skylines Modding - Open Discussion
@tony56a1 - wow, looking good! Most definitely going to play with that once I have my texture-replace logic worked out (signs may ultimately get 'draw-it-yourself' textures, but texture replacement as such could be useful in various other use cases). Do you know if it's possible to embed fonts as well (and if so, which one would you need? .ttf, .oft, ...) For realistic-looking American gantries Highway Gothic is indispensable, while European signs may need a different font like Frutiger. I'm currently mainly struggling with a prop selection tool - I think I'll be able to re-use your Billboard Animator logic (and even if not, it was very education to study your code in any case), but I'm not quite there yet - hopefully this weekend I'll have time to work on it for a few hours on end. One the whole I'm quite pleased with the speed of progress though, going faster than I expected (which, obviously and unfortunately, gives zero guarantee how things will progress later down the road).- 33 Replies
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Highway Sign Maker - For Cities Skylines?
Judazzz replied to Need4Camaro's topic in Cities: Skylines Modding - Open Discussion
@tony56a1 - ah, gotcha Yeah, painting/creating sign textures in-game is the ultimate goal to work towards, but that's going to be a very long term process. For the time being I'm focusing on UI-based in-game texture replacing, because firstly it will really aid the process of me learning Unity, and secondly, it wil yield results much quicker (meaning I can offer the community something to play with while working on a more complex and feature-complete version). One last reason is that in-game texture replacing obviously doesn't have to be limited to road sign props, which potentially makes it a very powerful tool for those like me who love to customize things but struggle to even model a humble cube It could for example also be used for your billboard animator (not that there's anything wrong with it, though ) - if I got it right, it basically obscures the baked-in textures by overlaying custom textures on top of the model rather than replacing the textures, right?- 33 Replies
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Highway Sign Maker - For Cities Skylines?
Judazzz replied to Need4Camaro's topic in Cities: Skylines Modding - Open Discussion
Ummm... at the risk of sounding like a doofus, could you remind me what that painter thing was? I've had so many mod ideas floating around in my head that I may have forgotten a few- 33 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
In its current state (version 1.x) the mod allows you to either keep the vanilla version of a road sign, replace it with its American counterpart, or hide it completely. This can be set for each road sign separately, and is applied globally. That system will remain in place (although in a later stage I want to add a feature so players can replace the props globally with a custom texture instead of the one I provide), but I will add another layer on top of that, that allows players to set a custom texture for each individual road sign prop separately (basically click-to-select, and then select/apply a custom texture combo in the mod panel). So you can give each on-ramp a highway sign with the correct highway number/state name, give each highway exit signs that correspond with actual district/city names in your own city, etc. It requires creating your own texture files (I'll provide a resource pack that contains the Highway Gothic font file and a fully layered .png texture source file with all arrows, decals, route shields etc.), but that also gives players the freedom to create highway gantry signs the way the want it: as long as the texture template is used, they can do with it whatever they want (like blue signs with a different, correct local font for European signs, yellow signs for regional traffic, or pink signs with Comic Sans lettering for Barbietown ) @Lost_gecko - so far I've only tried this for road sign props, which seems to work just fine (yesterday I extracted the main texture from the highway sign prop, edited it to add a state name and highway number, and then globally replaced the one that came with the prop with the custom one I just created), so I expect it might be possible to do the same with other props, and perhaps even vehicles and buildings. I think as long as you can edit the main texture in such a way the other textures (illumination, diffuse, etc.) can remain the same, it should be doable (so re-texturing a house by changing window positions won't work, because the illumination map won't correspond with the new window positions). No idea how this could impact performance or resource usage, however (still need to read up on that). @SamsamTS - many thanks for that, looks like that's pretty much what I'm looking for -
Highway Sign Maker - For Cities Skylines?
Judazzz replied to Need4Camaro's topic in Cities: Skylines Modding - Open Discussion
At the risk of some shameless self-promoting, what about this?- 33 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
Roadsigns status update: First step towards custom highway signs. How it works in-game. Same for default highway gantries. Going to stick with the custom one first, but once that works I want to add support for Workshop gantries (imagine being able to re-texture @Bipin's awesome gantries on the fly ) It's all still mostly GUI and IO work, though, the logic for selecting props in your city and persistently tying a custom texture to that specific instance (with a sign preset) is quite a mountain to climb.- 245 Replies
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What graphics card do you play C:S with?
Judazzz replied to Ichigo951's topic in Cities: Skylines General Discussion
I'm using a 8GB GTX 1070 in my laptop (which means it has slower clocks but more streaming processors than the desktop version), and to be honest, C:SL performance was a pretty big disappointment. Most modern games give a reasonably fluid, console-like (30-45fps) experience even in 4K with all settings except hardware AA at or near maximum settings (GTA V, Battlefield 1, Watch Dogs 2, Witcher 3, Assassin's Creed Syndicate), but C:SL barely manages over 20fps (low 10's to even single digit frame rate when zoomed in) - probably caused by my cargo train-load of mods and assets. The one thing that struck me is that there is hardly seems to be any difference in frame rate between 1080p, 4K and 4K with 200% Dynamic Resolution (my previous laptop with a GTX760M seriously struggled with DR higher than 100%), no idea what causes this - imo. rather odd - behavior. -
I dig your style of modding Ronyx, basically turning the game into what you want it to be! I don't use everything you make, but every one of your uploads feels like a little present. I tackled the issue of sterile ground textures by using the resource textures the same way as the Surface Painter. For that the Theme Mixer mod is just perfect. Pretty pleased with the results so far (my resource overlay looks like a Jackson Pollock ):
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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
A little look behind the scenes. Because I've been pretty much rewriting the mod from scratch in preparation for, and as a result of, the 1.6.0 game update (same for Eyecandy), it's still mostly just visual (creating a semi-decent, pattern-based GUI in Unity is such a chore), but I'm slowly getting to the proper geeky programming part. Lot of work still to do...- 245 Replies
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Diorama-Builders vs. Simulation-Lovers
Judazzz replied to boformer's topic in Cities: Skylines General Discussion
First of all, what's up with the incessant plugging of Cities XX(XXXXX)L? If people preferred it over C:SL, they would be actually playing it, don't you think? This sub is made for C:SL players, and while there's nothing wrong with comparing it to other city builders, consistently knocking it down whilst plugging another game makes me wonder why you even post here (especially when numerous assumptions are based on fallacies). Don't get me wrong, post as much as you like, but it would be nice if it actually contributed something positive/useful rather than just posting salty posts about how crap it all is and how some other game is that much better (something btw. I think general consensus wholeheartedly disagrees with, but that's besides the point). Secondly, like Avanya said, perhaps you should have an actual good look at the C:SL screenshots being posted here, on Reddit and elsewhere - I've seen plenty of examples of cities that are way more than just a few tiny, detailed diorama's surrounded by generic stuff. Besides that, why do you even care? If those players (and I consider myself as such a player) enjoy detailing their stuff on a ridiculously micro level, why or how does it bother you? I don't give a flying hoot how you play the game because that's your business, so I'd appreciate it if you stayed out of my business and point that judgmental finger in a different direction (could do without the snarky, veiled OCD insinuations as well...) -
Consider yourself lucky then Losing your hard work sucks, but it's not the end of the world (just the end of the city ) - and ultimately it led to my current city (I'd never started this one if my previous one was still alive). Besides that I'm sure I was partially to blame for those losses as well: now I know exactly what to measures to take when a new update is imminent (like what files to back up, how to test things once the update is released, etc.), but there was a lot of trial and error involved in that.
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Way too long I keep tinkering with a city until I either run into the building limit (which has never happened) or until a game update breaks it (this is my 4th city since the game was released). Luckily I was able to salvage this city after Natural Disasters was released, but I wasn't always that lucky (my previous three cities were ended by a game update).
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Aww c'mon man, Rocketship sounds much cooler But I agree: on the whole it follows the same layout as a cloverleaf. However the one defining thing that lends its name to this kind of interchange, the actual leaf-like shape of the inner ramps, is kind of missing in my intersection - that made me feel entitled enough to come up with a new name for it
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Starting Over
Judazzz replied to Matthias King's topic in Cities: Skylines Modding - Open Discussion
Aight, great news! -
Starting Over
Judazzz replied to Matthias King's topic in Cities: Skylines Modding - Open Discussion
Afaik. that mod is broken since Natural Disasters was released. Or has it been fixed by now? I really miss that mod, it had so many useful features. -
A few random shots from my little city:
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Ladies and gentlemen, I present The Rocket Ship And two more, after dark:
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Starting Over
Judazzz replied to Matthias King's topic in Cities: Skylines Modding - Open Discussion
I'm not sure what harm "blasting hundreds of subbed assets" could do, because it's nothing more than a whole lot of small, separate downloads (bread 'n' butter stuff for everything with more computing power than a toaster oven). If you want to clean out your collection, I'd do that before you install the game (it will download your subscriptions automatically once the setup is completed) - just go to that atrocious Subscription overview page in Steam and plough the those dozens, if not hundreds of pages of subscription - no easier way of doing it, unfortunately. -
Starting Over
Judazzz replied to Matthias King's topic in Cities: Skylines Modding - Open Discussion
Your subscriptions are tied to your Steam account, so the game should download everything you had automatically once you've re-installed the game. Local/private assets and resources, config files and mod settings will all be lost however. An incident like you experienced (sorry about that, btw ) is the reason why every once in while I make a back-up of the entire C:SL folder in App_Data (basically all my local stuff) as well as all the mod config/settings files in the game's main folder. Assets and mods will be re-downloaded automatically, but local content and mod data are lost forever without a back-up. -
Judazzz' C:SL Goodies - Update: American Roadsigns v2.0.0 (complete overhaul)
Judazzz replied to Judazzz's topic in Cities: Skylines Modding - Open Discussion
Just added one more new feature to Eyecandy before continuing with the Roadsigns mod: apart from changing its default position to avoid conflicts with other mod's buttons, the mod toggle button is now draggable, so players can move it to where its most conveniently positioned. Hopefully this will end all those nagging issues with overlapping/missing buttons once and for all... -
I did, but fortunately forests destroyed by fires regenerate automatically - takes about 30-45 minutes, but then no traces are left.
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Does this count? I have disasters disabled.... *facepalm*
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Beardmonkey's stuff
Judazzz replied to _Beardmonkey's topic in Cities: Skylines Modding - Open Discussion
Man, my city has never looked as filthy, decrepit and rough around the edges as it does now, thanks to all your amazing props! -
Feindbolds Buildings
Judazzz replied to Feindbold's topic in Cities: Skylines Modding - Open Discussion
Mein Gott Feindbild, you are on the roll, aren't you?!? Sublime assets you've uploaded recently! Although on the other hand that doesn't really come as a surprise any more - it's pretty much what we can expect from you!
