Jump to content
         

Avanya

Member
  • Content Count

    1,403
  • Joined

  • Last Visited

  • Most Liked  

    9

Everything posted by Avanya

  1. So I figured I might as well make a topic here, as this is most likely not gonna be the last time I ask for you guys' oppinion. If I remember, I'll post WIP and releases of my buildings here. My current project is a bus depot that fits the european theme and I'm pretty happy with how it turned out - but I've ended up with two sizes of it and I just can't decide which I like the best and could see myself using both. So I'd love some feedback - which you prefer or if it makes sense to upload both of them. The small one is about the same size as the default one and has the same stats. The large one has slightly higher stats, but as depots can spawn infinite busses there's no benefit to the bigger one. I purely made it this large as the ones I took inspiration from were this size or bigger. Picture time!
  2. I've been away from CS for a little while. Looks like I never posted here about the redecorated versions of European Suburbia I did last year. Better late than never I guess! Here's an album with a bunch of screeshots showing them off. I also just released two new cargo rail stations (right side and left side) to match my light distribution center assets. I had forgotten why I never did them and set out to release them, only to discover I hadn't finished them because the loading bay shared texture space with the roof - something that works fine for the original texture, but not so much for the light version that has a bitumen roof. I ended up cutting the loading bay up in thinner bits and stretching them a little to fit the little bits of concrete space I had on the texture. I ended up looking better than I had hoped, so the assets are now released.
  3. I noticed yesterday that I actually have this too on buildings that most definitely didn't have it before. I think it's either a mod or changed in an update. I'll let you know if I find something, but I don't think it has to do with your model or textures.
  4. Hmm, that's weird. It shouldn't do that. Do you model the underground bit yourself or let the game generate it? And could we see your color mask and UV map?
  5. There aren't any options which don't screw over the creators. I really wish the game wasn't on Origin or would at least let players know a head of time that they won't get access to all the mods. It sucks to buy the game on one platform only to discover that you're missing out on all the goodies. If you haven't bought a bunch of DLCs, I would honestly keep an eye on sales on Steam and Paradox Plaza and then buy the game on sale there. That way you'd get access to the whole workshop.
  6. I'm not sure what version you mean here, but just to make sure you don't end up with the wrong one, make sure you get the one that requires Steam. The version you get from the Windows 10 store is NOT the proper game, it is the console version ported back to PC, which is terrible and a waste of your money. You can also get the game on Origin, but I wouldn't recommend that since you will not have access to the Steam Workshop, which has tons of awesome free content.
  7. After fighting with the Building Variations mods for a while, I decided to update my sewage treatment buildings. I wanted to have some custom vegetation to fill the large planters in front, which could be toggled on/off, which should definitely be possible, but I only ever managed to get it to toggle the planters off. I haven't been able to figure out why it keeps insisting on toggling the wrong mesh, so for now I'm moving on. I might give it a go again at some point and see if I can figure out what went wrong. I plan on also updating the small biogas facility, which is in the same style, but I couldn't fit it on the same texture as these two (they now share the same 1k texture yay!), so it will get its own update another time. For now it will be the ugly companion and the only out of all my sewage assets, which hasn't had an update.
  8. It might be worth asking this over on the official forums. There's a chance the developers will see it and answer. I have no idea why there's a difference in the numbers and I'm not sure anyone in the community has figured it out either.
  9. Honestly, you should go for the refund. Your computer is too weak to run the game. Even if you manage to get it running, it won't ever run well. And you won't be able to use mods because of it. You're probably better off getting the Xbox version and sticking to that. At least while you only have the computer you have now. There's a reason for why they list minimum system requirements.
  10. Whats wrong with my texture?

    What does your normal map look like?
  11. The verifier also fixes any issues it finds. So hopefully that has done the trick for you.
  12. Here's how. It might take a few minutes to finish doing its thing.
  13. Try verifying the game files and see if that does it. If not, then add the launch option -noWorkshop (exactly like that). That disables all workshop content, so those shouldn't play a role.
  14. It's super annoying yes, but I'm not sure if anything can fix it. I know Relight has an option for improving the shadows, but I can't remember if it helps with the wiggling. It might be worth a try though. Otherwise I don't know of any other mods or fixes.
  15. We need much more information to be able to help. What asset are you having problems with? Do you have the required mods?
  16. Roads are really not my area, but as far as I know, roads have a special mesh for stops, which the road switches to when placing stops. That is likely the one that has areas defined for where the stops will be. Try looking what options the road has under segments and see if one is the bus stop one.
  17. This looks great! I'm always happy to see more options for the grittier services! Looking forward to seeing this as it gets textures
  18. You can probably grab some of that off images of similar car types. A chrome handle will look almost the same no matter the vehicle - at least when scaled down to the size of your texture. I recently did that with a door. Just grabbed a handle from a door, cut it out and scaled it for my door and it worked out much better than anything I could have done by hand. There's also the option of grabbing pictures yourself when you're out and around. If you have a phone with an alright camera, you can take pictures of cars you pass that has the details you're after, and again cut them out and apply them to your vehicle. Ofc how fast this will be compared to modelling the details depends on how comfortable you are messing around with images vs how fast you could model it.
  19. I haven't really done many vehicles, so I'm far from an expert, but I typically hand paint details or construct them from many images (like my own little Frankenstein's monster). For my volvo truck I straight up painted highlights on the texture in Blender (texture painting) and then applied them as a layer on my texture. I'll also often use effects like "drop shadow" or "glow" in Photoshop to fake some AO for little details. It works pretty decently since we work with fairly low resolutions for CS.
  20. This isn't a glitch, it's completely normal and part of how the game optimizes things. Networks are rendered differently outside city limits than inside. You will also see tunnels and canals covered in grass outside the city limits. And in the map editor everything looks like this.
  21. For the windows it might be worth just making them a really dark blue without any detail, at least if you are going to give them a high specular value, which will let the game give it some fake reflections. You definitely want to keep the beams that are on the outside of the window and those should be all black (or at least almost all black) on the specular map, so they don't have any reflection. On the top one I would probably even model the beams in the larger windows - your tris count is nice and low, so you can afford that little extra detail and it will make the windows look better. Then the whole glass part of the window can just be one face with high specular value.
  22. Do you have a screenshot of the model perhaps? Like Delta2k5 said it really depends on a lot of things and it's hard to give you any sort of helpful feedback without a better sense of the building. Simple cube shaped buildings are easier to keep a low tris count for, while anything with a dome or a sphere or just circular just can't be done properly with a super low tris count. For performance for most users it's also often more important to keep the texture size low than the tris count. Most people run out of RAM before their GPU gets stressed out by rendering tris. Again this completely depends on the building. Some buildings have a lot of the same texture all over, so we can overlap areas and save space, while for other buildings that just can't be done without the building looking bad because of it.
  23. Yes, but they will be saved in the main asset, so there will be no connection to the subbuildings on the workshop.
  24. You can't do that without editing the texture and reimporting it. If you'd like to try that, then this guide deals with how to get the textures and model out of the game so you can edit it. Just keep in mind if it was made by someone and shared on the workshop, you can't share it without permission from the original creator.
×