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Tim The Terrible

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Everything posted by Tim The Terrible

  1. Beardmonkey's stuff

    Amazing assets, really great addition! Can we expect some trash decals too, as seen in the first screenshot?
  2. Mods and Natural Disasters

    A lot (100+) props are not serialized/loaded for me. Anyone else have this?
  3. We need new Time Warp mod

    It doesn't have the feature to set Time Speed (1x - 12x) to get a more realistic lenght of a day (needed for Rush Hour)
  4. Additional Public Transit

    Use Advanced Vehicle Editor mod
  5. Lee Towers' assets

    Don't be afraid to add more tris. 2.500 may seem a lot, but it really isn't for something that big. You can check vertex density with Mesh Info mod. I'd say you can go up to 5.000 tris at least. (One of the vanilla buildings is 10.000 while only being 32x32m)
  6. Additional Public Transit

    I still haven't made my own thread so I'll keep posting these here: @Ronyx69 As promised some more work on custom rail textures and meshes. To be honest, these are just props and decals because I was lazy and was actually making screenshots for upcoming assets, but you get the idea
  7. Additional Public Transit

    Yeah of course. But it will only be useful once the foundations are in place (Network Skins). Meanwhile I can try some more looks etc.
  8. Try 0,0,0 and take a screenshot (Asset Editor)
  9. I think you might have used a wrong value for neutrol/non-illumination because it looks oddly bright to me.
  10. Try playing with the Specularity map, try some values. Maybe a low value works? Also maybe change the colors of the windows in the Diffuse, although I'm not sure if it will have any effect. I hope you'll manage something because it looks great!
  11. Seems like a different image is used for the reflection (default is a skyline). Save the asset anyway and see how it looks ingame
  12. Oh cool! You can ask @Bipin if you can use one of his models, or I can make you a new one
  13. Hey @Judazzz, are you still planning to replace the highway sign with a more realistic version? I remember we talked about it a long time ago but I forgot the conclusion
  14. Isn't it 0,0,0 for buildings? Anyway, I had this problem with a train of mine and that fixed it for me. It's highly dependent on the software you use. What works for Photoshop might not work for GIMP and vice versa.
  15. Typical case of not having the correct Neutral color on your illumination map. I believe it's supposed to be 192,192,192 if you use GIMP (works for me)
  16. Additional Public Transit

    Don't forget about yards (rail yards) or other complex multi-track hubs! I'd rather add fences where I like them anyway, but that's just a city-painter speaking ^^
  17. You can anlge the depot tracks inward, instead of leaving them 90 degrees. So as soon as the track goes in the door, make them cross like an X. I hope you know what I mean
  18. Awesome work! They look great! Too bad about the leaning though. I hate it when trains go through a corner and clip the catenaries.
  19. I love them! But can you turn off nodding and leaning for the real-life version?
  20. Awesome trees! And love that picture with my bridge in it! May I use it for the asset page?
  21. I hope you know it's supposed to be mirrored All emergency vehicles have/had that, so drivers read it correctly in their rear-view mirrors.
  22. Hmm, interesting. I think that also works with the vanilla pink pedestrian paths (in the editor), have you tried that?
  23. Still a bit confused on why NExT is required? Other than that you did an amazing job!
  24. Ronyx

    Amazing mods! Keep it up!
  25. Additional Public Transit

    Thanks everyone! Up next are the segment textures. But first... lemme take an exam in physics Might be possible by making custom node meshes, but nodes are tricky since they stretch in every direction, depending on the angle of the intersection. Another way would be to automatically place certain props on intersections only (can be done with 'flags' I believe) with a mod.
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