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Lost_Gecko

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About Lost_Gecko

  • Rank
    Resident

Profile Information

  • Location
    Belgium
  • Interests
    .
  • City-building game(s)
    Cities: Skylines
  1. Thanks. As I said this is more of an experiment than an actual serious project. I just made a diffuse to test things quickly but yeah when (if) I get to make such a road I would give it a normal map
  2. Back with more of the same! Second townhouse: Osahra Prison: And a modern mid-rise housing project from London. This is the growable variant but a modular RICO one following Jerenable's modular buildings concept is planned. As happens every few months my interest switched back to modern stuff, and more of similar buildings might come after that (before I go back to old stuff again!). The Green Cities update came with great new opportunities so I started messing around with roads and canals. No precise project right now but I've got a couple of ideas.
  3. Welcome! There isn't any written tutorial on how to import an asset from Blender to CS that I know of. This this video tutorial playlist is pretty useful: You only have to import your plant using a tree template and the game will take care of the rest!
  4. Minimum diffuse texture size?

    At the end of the day the practical difference between 2x2 and 32x32 pixels is minimal in terms of resources used by the computer I think
  5. Well deserved recognition for your fantastic contribution to the game but also great idea! This kind of style was very much needed and as you said the result is pretty solid! Also, it's a real shame that the quality of the store page screenshots as well as the way they are displayed are so incredibly mediocre... The ones here do them justice!
  6. Nice work so far! I know the feeling about "simple and quick" projects turning out not to be... If you don't mind mods being used you could make the different parts free-placing for more freedom... They would still require a road nearby but people wouldbe free of the layout... However right angles would be harder. But if they require roadside I don't see many other solutions than making it one building using sub-buildings... About the texture, given the amount of repeated parts you might be able to get away with half of that (1:2 aspect ratio). The amount of windows in particular seems a bit high considering they are all the same anyway. The models would have to be divided more to randomize the window and concrete side patterns (talkig about dividing the faces into randomly placed retangles of different sizes with different UVs) but the geometry isn't probably too complex and the buildings not meant to be spammed all over the map, so I think it's ok to increase the geometry.
  7. That prop isn't mine, the houses come undetailed, this polytunnel is on the Workshop http://steamcommunity.com/sharedfiles/filedetails/?id=469646141
  8. Hello, long time no see! I've expanded my list of growables of different categories (Belgian, French, contemporary). After mostly rual stuff I'm slowly switching to denser densities... Belgian collection for the Feluy and Nivelles houses: http://steamcommunity.com/workshop/filedetails/?id=951738766 Rouen half-timbered house: http://steamcommunity.com/sharedfiles/filedetails/?id=1121444675 And Lübeck Corner shop: http://steamcommunity.com/sharedfiles/filedetails/?id=1119054009 Also some assets created for PugGaming's The Walking Dead and Skibbith and two dollars twenty's Osahra YoTube series: Alexandria Church: http://steamcommunity.com/sharedfiles/filedetails/?id=1117631889 Alexandria Burnt Tower: http://steamcommunity.com/sharedfiles/filedetails/?id=1117637868 Osahra Castle Walls: http://steamcommunity.com/sharedfiles/filedetails/?id=1139641439 And finally, I released yesterday a pack of 6 generic European suburban/rural houses of French inspiration. There really isn't much European suburban stuff on the Workshop so these are basic fillers that share the same texture. It's more of a placeholder than anything else. http://steamcommunity.com/sharedfiles/filedetails/?id=1145810789
  9. Great guide! pretty sure the black spots created by LOD faces not directly on the mesh can be taken care of with the "distance" and "bias" settings. Sometimes it's a bit hard to find the right values to solve the problem but it works. Thank you for this guide!
  10. Thanks for letting me know, so apparently only resaving the assets wouldn't work... I guess I'll have to create them again...
  11. I kinda got the same issue: wrong pic in the content manager and it didn't redirect to the Workshop item but fortunately I had added a new asset in the pack, which was also in the content manager. That one was fine and I could fix the pack.
  12. 2 more Belgian rural houses: Updated salutolive's 12 Place Vendome asset. Mainly mesh optimization, addition of nightlights and custom LOD. I'm planning on updating his 3 south of France houses as well. http://steamcommunity.com/sharedfiles/filedetails/?id=1104329732 Made the pharmacy from Conwy, Wales as a small clinic with 1 ambulance. It shold be enough as it's meant for small towns and the game wiki states that sick people will try to walk to healthcare buildings if no ambulance is available. http://steamcommunity.com/sharedfiles/filedetails/?id=1105401461 And finally, just finished a half-timbered house from Lavenham, England that I started some time ago. I'll try and finish other buildings also waiting for a long time. http://steamcommunity.com/sharedfiles/filedetails/?id=1109285713
  13. I would agree with Darf, especially now that Plop the Growables is a thing. I'm a city painter myself and I've made tiny RICO houses before but with a growable version on the side... These buildings are great additions to the Workshop, keep up the great work!
  14. Hi, I'm not usually not active at all here but I do visit every now and then and also see your stuff on Reddit. I love the atmosphere! Just to let you know, the official Cities: Skylines Twitter account just posted one of your screenshots! Sadly they never credit the authors of the stuff they post but here is the link:
  15. Show Us Your... Nature

    Forest clearing
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