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Judazzz

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Everything posted by Judazzz

  1. Hey guys, I've been enjoying Cities: Skylines basically since release day, immensely helped by all the awesome stuff the community created, and felt that after so much taking, it was time for a little giving. In real life I'm a front-end/C# developer, and in my free time I love to travel and run riot with my camera (and again web developing: recently my travel website went live, a labor of love/vitriolic hatred of 10 years). With that in mind, it's not surprising I ended up creating a mod that goes right after the aesthetics. The result: Ultimate Eyecandy *tadaaaa* Some more action photo's. Addendum April 4th, 2016: I'm making slow but steady progress, not in the least by deciding to ditch a couple of features on my wishlist for a later stage Most important for the time being is to create a stable and robust base to which future features can be added. What remains are basically the features that are visible in the various screenshots. ETA for v1.0.0: for the time being unknown. Wish list (not to be confused with a to-do lost - these are features I'd love to add, but not sure how feasible they are): - setting to turn on/off building night lights at will, without messing with the actual simulation (based on what I've found so far, the two seem rather intertwined). - color picker to change the fog color; - color picker to change air pollution color; - slider to change the strength of 'ground wetness'; - LUT Creator: apply various settings to a neutral LUT (color channels, brightness, contrast, lightness, etc.) and export/upload the result as a custom LUT; - a modular set-up: this mod will be the core, and other graphics-related mods can be integrated as 'plug-ins', each with a menu item/tab of their own. Think (orphaned) mods like Dynamic Resolution, BorderCities and/or Ambient Occlusion; - who knows what else I'll come up with (feel free to make suggestions!) For who is this mod: - modelers that want to take screenshots of their assets in every imaginable weather/ambient condition; - players that like to have control over the environment when making Let's Plays; - players that love to have a more artistic/photographic approach to taking screenshots; - players that like to watch their city in different conditions without having to wait (for example until the game finally decides to let it rain); - anyone else Thank you: - Boformer, BloodyPenguin and SamsamTS for making their mods publicly available on Github: I learned tons by just studying their mods; - AJ3D for helping me to get started and taking my first baby steps in the wonderful world of CSL modding! If anyone has questions, suggestions, comments or remarks, don't hesitate to let me know! After all, this mod will be for y'alls!
  2. Hey y'all, what's up? It's been a while, but I'm still very much alive and kicking - just extremely busy in real life (became an uncle twice in the last 6 months, got a new job that required me, or rather, gave me the chance to learn mobile app development pretty much from scratch). Anyway, my inactivity doesn't mean I've put aside my C:SL stuff, the pace is just slower. Currently I'm working on two things, but in both cases I'm running into a brick wall that doesn't prevent me from making any meaningful progress (the only thing building up is my frustration with the C:SL API). Sorry for getting a tad technical, but this is primarily a question aimed at my fellow modders. Firstly, I'm attempting to make American Roadsigns compatible with the new custom road networks that Mass Transit added to the game, but I'm unsure how to achieve this. For some reason custom roads aren't listed when looping through all the NetInfo types, which means that road sign replacement/removal currently isn't working for these custom roads. It works just fine for all vanilla and NEXT roads, so my question is: what makes custom roads different from vanilla/NEXT roads. Are they a different Info type? Is it possible at all to access custom road properties such as LaneProps? Am I overlooking something, or is what I'm trying to attempt simply not possible? Secondly, inspired by the awesome Advanced Vehicle Options mod, I started working on a mod that lets you customize BuildingInfo color variations. One of the things that bothered me most since the release of this game is seeing otherwise great-looking assets (both vanilla and Workshop) being spoiled by an awful choice of color variations (to such a point that I simply don't use those assets because the colors make them look fugly). SO I figured I had a good look at how AVO lets you customize the color variations of vehicles, and tried to replicate that for BuildingInfo objects (ie. assets). So far I've got a UI, model for storing all customizations, a functional 3D PreviewRenderer, as well as access to the color variations of any building you select (WIP screenshot below). So far, so good, but unfortunately I'm (once again) running into a big problem, which is that changed colors aren't applied. Like VehicleInfo objects, BuildingInfo objects also have m_color0/m_color1/m_color2/m_color3 properties, which are used to hold the color variation colors, but I'm not sure how to update the BuildingInfo properties. Unlike with vehicles, simply setting the value of the m_colorx property doesn't seem to work. Does anyone know whether what I want to achieve is possible, and if yes, what do I need to do to change the actual color of the asset (do I need to set the m_colorx property, do I need to perform additional actions (like updating the renderer, or do something with [some of] the textures) to see the change take effect? As promised, here's a screenshot of the progress I've made so far (still WIP, obviously). The preview is for the yellow color variation, but you can see only the preview is updated, not the asset itself. Any pointers in the right direction would be greatly appreciated - even if that means hearing that what I want is not possible
  3. Ronyx

    @Ronyx69 - I've just updated Eyecandy so it now allows fog slider values down to -0.49
  4. Ronyx

    Sorry about the late response, but I'll try to have it done by the end of the weekend. Love your Relight mod, btw! One thing, though: I'm not really overly enthused by the UI. The small size, use of transparency and white font (visually, it blends remarkably well with the city in the background) makes it pretty hard on the eyes - or perhaps it's just my aging eyeballs talking? I'm aware that the UI I use for my mods is pretty Lego-y and simplistic, but personally I find it easier to use. Would you be interested in using my UI for your mod?
  5. That looks like a pretty complicated feature you're trying to create, but it's looking very promising! Also great to see fresh blood giving modding a try - welcome to the nerd's creed, @Badi_Dea Just wondering: would it be possible to attach 'milestones' to your upgrade path? Like unlocking one upgrade for every 10.000 inhabitants, or when the player makes certain other achievements? That would give this - already great - idea an actual game-play component!
  6. Depending on the audience you want to reach, I'd think using vanilla props/trees would actually be the best way forward: plenty of players don't/can't use Workshop at all or only in very limited numbers, and that group would be left out in the cold with barren assets if you'd use Workshop material (remember that these players would most likely not use Prop Anarchy and other beautification-related mods either). But that's just my personal opinion about it: obviously every asset creator is free to decide for him/herself.
  7. Sorry, got nothing to contribute other than "Wow, that looks fantastic!" Is it going to remain sand-colored?
  8. Sounds like what you'll need is a bit like a combination of American Roadsigns and Prop it Up. If catenaries are the same as road network/lane props, and if rail segments each have a unique identifier (InstanceID?), then (as far as I know) that's all you need: use a network segment selection tool, open a UI window after selecting a segment containing a drop-down/combo box/whatever that lists all available catenaries, and after clicking the Apply button save it as a replacement in the config file (segment id, original prop name/id, replacement prop name/id), and then run the method that replaces the present prop with the selected replacement one in real time (can be the same method that handles the replacements OnLevelLoad).
  9. Woohoo, one of my all-time favorites getting a little make-over!!! \o/
  10. Citizen modding?

    Well, all it has to do it walk around town, leaving behind him a wake of doom and destruction (it's exactly what those nagging Cims of mine deserve, ungrateful bastards! ) The main thing that should work are the legs, so it moves around quasi-realistically: a T-Rex's arms were pretty much useless, flappy stubs anyway. Or.... and bear with me... we put one on a skateboard
  11. As a Dutchman I approve of this upload
  12. Awesome initiative! I don't care much for tutorial video's, but that's just me, and in any case any additional bit of info regarding modding is more than welcome (it often feels like stabbing in the dark to me). One thing I'd like to learn a bit more about is detouring: I'm familiar with the basic concepts and methods, but even after studying lots of code snippets I'm still have problems working out what bits to detour and how to implement them (my personal White Whale is finding out if in any way it is possible to access props/trees/assets on instance level, so individual items can be customized without the changes applying to every instance [think road sign props, for example], and if so, how to trace the relevant bits of code that need to be detoured). Other things would be debugging methods (I usually just output stuff to the output log to check things - tedious doesn't even begin to describe it), and whether there are tips and tricks to fix issues that I can't reproduce locally.
  13. Citizen modding?

    Dude, "Custom animals are still in experimental phase, but can be used via scripting."!!! Now who's willing to create a giant animated T-Rex to stomp around on our cities. Actually, could such a custom critter be combined with the disaster (tornado) damage logic, so it destroys everything in its path?
  14. I haven't had time to take a proper look at the new stuff in the code, but a run-once script that resets all street names by looping through them when the map loads sounds feasible. I suspect one could even add a customizable white-list (like a .txt file) with street names that should not be replaced when looping through all the street names.
  15. Lost Gecko's projects

    Love the new apartments! You're right the semi-transparent balconies aren't all that visible from a larger distance, but when zoomed in they look incredible!
  16. That's what I do for dead-end roads lined with parking lots in front of/behind - for example - big box stores: I just give these bits of road the name of the store they 'serve'. What I would like to know is whether road names are programmatically accessible through road segments/nodes: that could perhaps open new possibilities for customized exit/highway number signs (for example by reading a highway ramp node's road name - say I-70 - and outputting/overlaying that name on the highway route sign).
  17. Silly question perhaps (I must be overlooking something), but how do I get to see the new traffic light/stop sign icons on the roads with the new built-in traffic tools? On Youtube video's I saw them show up as soon as you select a road (either through the new Traffic Routes tool, or by clicking on the Adjust Road button of a road info panel), but when I do that I don't see any icons. I however did manage to toggle traffic lights by randomly clicking on an intersection until I - apparently - managed to hit the invisible traffic light icon... Is there a setting I need to enable, or is this new functionality clashing with a mod? And while we're at asking dumb questions, is there any way to toggle road names (I still see them when in cinematic view), direction arrows, which road tools (guides, nodes), etc?
  18. Show us your Detail Shots

    Hard Rock Cafe:
  19. Man, that hotel looks outrageous, a genuine master piece!
  20. Very interesting. My map went completely ape after I started a ferry line as well (textures, props, trees, decals flickering, blue roads, buildings disappearing), so I'll definitely give disabling Network Skins a try. Thanks for the heads up! Too bad Boformer is hardly active these days, so I'm not really hopeful it will be fixed any time soon
  21. I'm playing the game on a laptop with an i7 and a GTX1070. But I wasn't saying I was getting many frames (performance is pretty atrocious to be honest )
  22. Yeah, I completely forgot how rough around the edges the game looks without DR Thankfully my laptop has a 4K resolution panel to ease some of the pain, but imo. 1080p with 300% DR looks infinitely better (and keeps the UI readable....)
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