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Everything posted by Tim The Terrible
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Ami's Berlin: Assets (L.A. westside map released)
Tim The Terrible replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
You can prevent that by changing the Availability to None. This is extremely useful for unique props like you say, sometimes people are scared away by seeing a list of required items. I advise to mention in the description there are props included to explain the possibly large file size or something. I would only do it with props that make no sense to be placed elsewhere. -
Show Us Your City At Sunrise/Sunset!
Tim The Terrible replied to masochist's topic in Cities: Skylines Showcase
I use First Person Camera mod in combination with Enhanced Zoom Continued- 45 Replies
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Ami's Berlin: Assets (L.A. westside map released)
Tim The Terrible replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
I think you can do a much better job on the texture, especially the wings. Look at photos and study the 'panel lines'. I can help if you want. Challenge yourself! -
I just can't figure this out. Weird shadow on asset?
Tim The Terrible replied to swtea's topic in Cities: Skylines Modding - Open Discussion
Haha I just had this literally 5 minutes ago! I also fixed it by making a new face by the way. Luckily it was a really small one -
Creating templates from vanilla assets
Tim The Terrible replied to Giovanni E's topic in Cities: Skylines Modding - Open Discussion
It's a template by default... I can't find it in the Asset Editor either though -
Creating templates from vanilla assets
Tim The Terrible replied to Giovanni E's topic in Cities: Skylines Modding - Open Discussion
what name did you use and what asset are you trying to make available? -
Creating templates from vanilla assets
Tim The Terrible replied to Giovanni E's topic in Cities: Skylines Modding - Open Discussion
You can make anything a template. You can toggle it manually using ModTools. Just select the asset you want, find it in Scene Explorer and look for the toggle m_AssetEditorTemplate -
Judazzz' C:SL Goodies - Update: American Roadsigns v2.0.0 (complete overhaul)
Tim The Terrible replied to Judazzz's topic in Cities: Skylines Modding - Open Discussion
I had no idea there was such a thing as 'cims sitting on a bench'. I guess I never paid much attention to them. Luckily I only have made one bench, and if I knew how I'd update it. -
Override models/textures/etc & extracting the original assets
Tim The Terrible replied to MandelSoft's topic in Cities: Skylines Modding - Open Discussion
Vanilla meshes cannot be dumped, they are locked. Only LOD meshes can be dumped but that's not always usefull. -
No "SHARE" button in content manager
Tim The Terrible replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
You need to go to the Asset Editor, select New, make your station again with the changes you made to it, by using the Default mesh and enable 'Load existing props', then save it again. Doing it this way makes you the author and should allow you to share it. Editing a workshop asset apparently doesn't make your the author. -
Jeren's asset creation endeavors
Tim The Terrible replied to Jerenable's topic in Cities: Skylines Modding - Open Discussion
Great tutorial, will come in handy! Thank you for the effort! -
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 @bsquiklehausen @Lee Towers And I will be putting them all on my container cars if that's okay. I already asked Avanya for permission.- 800 Replies
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Network Extensions Project
Tim The Terrible replied to GC_Vos's topic in Cities: Skylines Modding - Open Discussion
We are working on that.- 813 Replies
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Cities: Skylines - Community Modding Requests
Tim The Terrible replied to Cyclone Boom's topic in Cities: Skylines Modding - Open Discussion
They are 30cm x 30cm in real life, and there are many kinds with different meanings. The lines are a path and go alongside legdes such as pavements and train platforms. Duds indicate a hazard nearby such as an intersection or pedestrian crossing. There are many more but that's it for these. -
Judazzz' C:SL Goodies - Update: American Roadsigns v2.0.0 (complete overhaul)
Tim The Terrible replied to Judazzz's topic in Cities: Skylines Modding - Open Discussion
Dude this is amazing! I don't even think the changes being global is a problem. The biggest problem with prop and mostly trees included in an asset is whether they fit your theme/biome. So I wouldn't mind it being global, actually saves a lot of time of you have a certain park in your city in 20 places. Anyway, really excited about this, keep up the good work! -
No "SHARE" button in content manager
Tim The Terrible replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
@AmiPolizeiFunk I'd recommend to just share your savegame as it is. The assets they miss will leave behind some empty land, but they can fill that in themselves with similar assets. It's hard to explain how to fix this properly, but like @maksim2014 says, you might get into trouble in the end. And by the way, there is a mod that let's you edit roads that come with assets: "Touch This!" -
No "SHARE" button in content manager
Tim The Terrible replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
@AmiPolizeiFunk I need to know how you started. Did you edit the Workshop version or did you create a new asset? What happens if you click on the Steam Workshop icon? In any way this won't work, because the prefab* (identification for an asset) you used in your savegame won't match the prefab** of the asset once it has been published to the Workshop. If you want to fix it, you have to replace the assets in your city with the ones you published. * Prefab Local: Displayname.filename_Data ** Prefab Workshop: WorkshopID.filename_Data -
No "SHARE" button in content manager
Tim The Terrible replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
Looking at the info given by the game, it appears the game sees the assets as Workshop assets (see icon), and they are not yours, and that's why there is no Share button. So I think you did something wrong with saving. Did you Publish the edited assets to the Workshop? Please explain in detail what you did. -
Jeren's asset creation endeavors
Tim The Terrible replied to Jerenable's topic in Cities: Skylines Modding - Open Discussion
It's 8m (one cell) like @Epic Lurker says. I tested myself (with single tracks though) -
Mr_Maison's Creations [Metropolitan depot 2, 5/21/2021]
Tim The Terrible replied to Mr_Maison's topic in Cities: Skylines Modding - Open Discussion
@Mr_Maison I suggest using this link instead- 402 Replies
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REV0's Train Stuff
Tim The Terrible replied to R3V0's topic in Cities: Skylines Modding - Open Discussion
I think I know what's going on, I've had the same thing. It may sound weird but let me tell you this: Each item on the workshop is supposed to be one asset (one .crp) exept for mods maybe When you upload two .crp's, one might be deleted by Steam or Cities Skylines What I do to prevent this: When I upload two .crp's, I make sure I copy-paste both files, instead of only pasting the new one This works for my mod Catenary Replacer Most mods load .obj, but my mod comes with a .crp per style (13 at the moment) I keep copy's of each .crp When I update, I copy all, including the new one, at the same time to the Content folder This makes sure they are treated equally or something This also applies to Light Props that come with a .xml What I advice you should do: Update the building that has the Workshop props placed in it Copy the .crp to somewhere Clear the Content folder Copy it back together with the prop .crp's This makes sure all .crp's are equally old (respetively to the Content folder) Disclaimer: These are just thoughts, they might be wrong, I'm just speaking from experience and logic thinking. Perhaps someone else know's the (technical) story behind this. Long story short: instead of only adding the prop(s) when updating, re-add the original building at the same time Good luck- 618 Replies
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REV0's Train Stuff
Tim The Terrible replied to R3V0's topic in Cities: Skylines Modding - Open Discussion
Yes- 618 Replies
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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
Can you link the YouTubers? I'm interested.- 800 Replies
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Epic Lurker's Assets (released Dageraad Amsterdam Social Housing)
Tim The Terrible replied to Epic Lurker's topic in Cities: Skylines Modding - Open Discussion
I suggest you use two Station Track segments instead of one. This will create a crossing of tracks in the center, which makes sense, because they are there in real life too. This essentially doubles the amount of platforms, also like in real life (Platform 1 becomes 1a, 1b etc.) I'm not sure how long the segments will end up to be when split in two, since I don't know how long the original is. If they are too short trains will act weird. EDIT: I remember the limit was 240m, but I never tested it, and 240m is incredibly long, so 200m might make more sense. EDIT: I don't think Spawn Points Fix has anything to do with it, and the issue lies deep withing the game's code. -
How to update asset dependencies?
Tim The Terrible replied to wojtason's topic in Cities: Skylines Modding - Open Discussion
Technically you don't have tAo, but if you do you need to take 2 more steps. Let me explain: When you place a local prop in a park/building, it's prefab looks like Display Name.filename_Data (prop). When you publish your park/building, with the local prop included (in the Content folder), the prefab will change to Workshop ID.filename_Data. Workshop ID.filename_Data is not the same as Display Name.filename_Data, so the prop will not appear in the park/building after subscribing it (because the park/building was never 'told' t use the Workshop version). You can fix this by opening the Workshop park/building in the Asset Editor, and place the Workshop prop again, and update the park/building. This will make sure that the park/building uses the Workshop version of the prop.
