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Everything posted by Tim The Terrible
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Avanya's buildings (Update 7/1: Cargo rail stations released)
Tim The Terrible replied to Avanya's topic in Cities: Skylines Modding - Open Discussion
@Avanya Big buildings are the way to go! They do look huge next to vanilla assets, but only until there are more big buildings on the workshop and no one uses vanilla industry anymore Making big buildings like these might inspire other asset makers to follow in you footsteps, and before we know it the workshop will be flooded with huge buildings. I will be on of those! (Thinking about bulk industry linked to rail transport e.g. Oil, Coal, Ore, Cement, Containers)- 800 Replies
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Squirrel Goes Nuts with Asset Building.
Tim The Terrible replied to squirrelarmyuk's topic in Cities: Skylines Modding - Open Discussion
You can change the placement mode on any asset to OnWater (default is either Roadside or OnGround) so there is no safe way of telling which buildings will be affected by floods before the DLC is released.- 66 Replies
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Bach2Baroque's Stuff (New Release 29/04/2018)
Tim The Terrible replied to Bach2Baroque's topic in Cities: Skylines Modding - Open Discussion
I always check this site to see what's up with Steam: https://steamstat.us/- 164 Replies
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Additional Public Transit
Tim The Terrible replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
As promised, a screenshot of a custom rail mesh. It's a simple test version made in 5 minutes. Default segment textures. Comparison (left is vanilla)- 1,259 Replies
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Learning asset creation - American House
Tim The Terrible replied to barcasam7's topic in Cities: Skylines Modding - Open Discussion
When importing, click Rotate Y-axis once (or 3 times) when in the viewport (where you see a 3D preview of your model) -
Avanya's buildings (Update 7/1: Cargo rail stations released)
Tim The Terrible replied to Avanya's topic in Cities: Skylines Modding - Open Discussion
Hmm, strange, and bad job from CO. Maybe only use the 2 center doors?- 800 Replies
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- cities skylines
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Learning asset creation - American House
Tim The Terrible replied to barcasam7's topic in Cities: Skylines Modding - Open Discussion
You can also scale when importing it into the Editor, but you'll have to guess a bit, place some props to check the scale (I usually plop a bench) -
Catenary Replacer
Tim The Terrible replied to Tim The Terrible's topic in Cities: Skylines Modding - Open Discussion
What he meant is the rail is not high poly as in 'not too many tri's than it should be'. The rail itself has enough poly's to look curved in the vanilla game. So enough, not too many -
Additional Public Transit
Tim The Terrible replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
Yes, I already showed it in my Expo Line thread (although that were only the actual rails) so it's possible. I might make a new 'Rail Overhaul' mod or 'Rail Theme' mod, similar to Catenary Replacer, but for other stuff than just the catenaries. I will do more tests and share them on the forums soon.- 1,259 Replies
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REV0's Train Stuff
Tim The Terrible replied to R3V0's topic in Cities: Skylines Modding - Open Discussion
Use Sharp Angle Junctions mod- 618 Replies
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Catenary Replacer
Tim The Terrible replied to Tim The Terrible's topic in Cities: Skylines Modding - Open Discussion
That's because the wires consist of only a few faces, and thus don't curve. If you make the rail from a lot of pieces, it will curve. Long story though. -
Catenary Replacer
Tim The Terrible replied to Tim The Terrible's topic in Cities: Skylines Modding - Open Discussion
@agunter999 & @bsquiklehausen: When Network Skins supports network segment meshes, I can make a rail mesh with the third rail from the Metro Overhaul mod. But it might be interesting to indeed try to substitute the overhead wires with third rail. I'll test it when I have time. The next problem will still be how to use it. Using it with CR, you will have 3rd rail on your whole rail network, including freight yards. So in the end we will still have to wait for a Network Skins update... -
Additional Public Transit
Tim The Terrible replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
Use this mod to set the spawn points, that might fix it. @andreharv Looks awesome! My only comment is that the steel is a bit to bright & saturated for my taste. I'm aware this is not the final product, so just saying. If you ever need help modeling, I got your back.- 1,259 Replies
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Catenary Replacer
Tim The Terrible replied to Tim The Terrible's topic in Cities: Skylines Modding - Open Discussion
If I had a dollar easy time someone asked that... 3rd Rail is not a catenary, it's a power supply. Someone is already working on tracks with 3rd rail, check out 'Additional Public Transport' thread -
Additional Public Transit
Tim The Terrible replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
It's depended on the m_Class value. Use this mod to change it easily- 1,259 Replies
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Additional Public Transit
Tim The Terrible replied to andreharv's topic in Cities: Skylines Modding - Open Discussion
Made a station for One-Way Tracks mod: Arrowhead Junction Edition A public version will be released in December Check out the playlist on YouTube- 1,259 Replies
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Prop Snapping - Game Changing Mod by BloodyPenguin
Tim The Terrible replied to PUGG3RS Gaming's topic in Cities: Skylines Modding - Open Discussion
Who here is ranting? I tried to put a stop to the complaints with my post, and then you came. But I agree with you. -
Prop Snapping - Game Changing Mod by BloodyPenguin
Tim The Terrible replied to PUGG3RS Gaming's topic in Cities: Skylines Modding - Open Discussion
I think @Matthias King sums it up pretty good, so I'd like to make a conclusion so we can drop this discussion and talk about the actual mod or something. Yes, it is just a function made available from the editor. I'm sure he did it by request, so he's making people (like me) happy and I'm thankful for that. Yes, there are players and painters. I myself am a painter. I played the game for real in the early day, but soon got bored (lack of challenge) and the amount of detailed & realistic assets and mods that were release I soon began to 'paint'. Where some people see challenge in making a functioning city, I now see challenge in making a as realistic city as possible. Which by the way also requires having a functioning city (otherwise no growables grow nor people on the streets). No @boformer, you're not . You may think it's weird spending hours placing individual props etc. but the results can be stunning. I find a beautiful scene just as impressive as having a functioning city of 100.000 cims. It may not be game-changing, but it is definitely 'experience-changing' for some of us, and opens up many options for asset makers. What @Delta2k5 describes as game-changing is near impossible and would most likely mean making a whole new game (then we have to 'change games' he he). But most important I feel like the tag 'Game-Changing' is very personal and depends on how you play the game, and what aspects you like most. Let's just enjoy the game and the Workshop content, and be thankful that so many people spend their free hours making the things that the community wants, even for the smallest groups of enthusiasts. (You may have already guessed I'm focused on Rail Transport ) No hard feelings, love you all.- 32 Replies
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Catenary Replacer
Tim The Terrible replied to Tim The Terrible's topic in Cities: Skylines Modding - Open Discussion
I have many plans, just not enough time. Yes I would like the make NJ and NYNH&H styles, but they look better with all those extra wires. I know how to get them, I just don't have the code ready to make it into a mod/add it to Catenary Replacer. I can make versions without extra wires (vanilla) but I'm just really busy with other projects. I hope I can find some time soon to make more styles (incl. UK, RU & DK) Long story. PM me if you really want to know how to make them and use them. I hope you have experience with modding (and ModTools) then. Sure you can have the model, but what do you want to use it for? -
Modular Buildings Mod thoughts
Tim The Terrible replied to boformer's topic in Cities: Skylines Modding - Open Discussion
So you place the main building + modules once, after that there is no way to delete separate modules? And who decides the layout: author or player? How many variations of layout would be possible? -
Modular Buildings Mod thoughts
Tim The Terrible replied to boformer's topic in Cities: Skylines Modding - Open Discussion
Wouls this be similar to SimCity 2015 modular buildings? (placement-wise) -
(collaboration) Lets make an oil refinery! Anyone know anything about the petroleum industry?
Tim The Terrible replied to Badi_Dea's topic in Cities: Skylines Modding - Open Discussion
Oh my, that looks amazing! -
Lee Towers' assets
Tim The Terrible replied to Lee Towers's topic in Cities: Skylines Modding - Open Discussion
Has been possible for a long time now: http://steamcommunity.com/sharedfiles/filedetails/?id=691602861 I guess you can ask @GC_Vos since he made one as well. -
Lee Towers' assets
Tim The Terrible replied to Lee Towers's topic in Cities: Skylines Modding - Open Discussion
Sorry, will get to it as soon as I can, been very busy lately. To make up for it, here is a preview of the 60% finished Delft Station -
LA Expo Line (WIP)
Tim The Terrible replied to Tim The Terrible's topic in Cities: Skylines Modding - Open Discussion
Thanks.. :'( (just kidding)- 42 Replies
