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Tim The Terrible

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Everything posted by Tim The Terrible

  1. 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.
  2. Show Us Your City At Sunrise/Sunset!

    I use First Person Camera mod in combination with Enhanced Zoom Continued
  3. 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!
  4. 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
  5. It's a template by default... I can't find it in the Asset Editor either though
  6. what name did you use and what asset are you trying to make available?
  7. 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
  8. 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.
  9. Vanilla meshes cannot be dumped, they are locked. Only LOD meshes can be dumped but that's not always usefull.
  10. No "SHARE" button in content manager

    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.
  11. Jeren's asset creation endeavors

    Great tutorial, will come in handy! Thank you for the effort!
  12. @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.
  13. 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.
  14. 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!
  15. No "SHARE" button in content manager

    @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!"
  16. No "SHARE" button in content manager

    @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
  17. No "SHARE" button in content manager

    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.
  18. Jeren's asset creation endeavors

    It's 8m (one cell) like @Epic Lurker says. I tested myself (with single tracks though)
  19. @Mr_Maison I suggest using this link instead
  20. REV0's Train Stuff

    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
  21. 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.
  22. 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.
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