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TransitAuthority

Member
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    203
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About TransitAuthority

  • Rank
    Dweller

Profile Information

  • Gender
    Male
  • Location
    Canada
  • Interests
    •Transit Systems
    •City Building
    •Space
  • City-building game(s)
    Cities: Skylines

Recent Profile Visitors

409 Profile Views
  1. Additional Public Transit

    The price reduction will be great for people who play without unlimited money! I remember when I first started playing and CO added metro I wanted to use it so bad but just placing 2 station bankrupted me. Also so happy about the ped paths and station styles, I can't wait to check them out once I build a computer that actually has a GPU...
  2. Additional Public Transit

    @andreharv Wow, nice progress! Can't wait to test it all out!
  3. Catenary Replacer

    Wow, I didn't even know! That'd be awesome!
  4. Catenary Replacer

    @Tim The Terrible You mean map-wide without restarting, or per stretch of track kind of like network skins?
  5. I know, but I just really love your containers in particular. You've done a great job on them!
  6. Is there any chance of getting a train set with double-stacked containers sometime? I feel like that's the only thing missing!
  7. Cities: Skylines - "Mass Transit" Disucssion

    I'm actually leaving my game open until I'm sure that everything has been fixed and I can restart. I've had it open for a day for today, so hopefully nothing will happen.
  8. REV0's - Shinkansen E5

    @BadPeanut Oh, I didn't know that. Well, then I would try maybe deleting one ped path on each side of the bridge (ex. 2 escalators on one side, delete the ped path on one of them).
  9. TransitAuthority: SpaceX Project

    Released Thanks to everyone! http://steamcommunity.com/sharedfiles/filedetails/?id=925100695
  10. REV0's - Shinkansen E5

    Check to make sure that you don't have duplicate ped paths, and also make sure that snapping is OFF when you place the ped paths. Sometimes if you have ped paths too close together it causes problems.
  11. TransitAuthority: SpaceX Project

    Pre-Release Landing Zone 1 is now ready for release! All that's left is for me to make a thumbnail and cover picture, and it'll be done! The asset is found in the park/plaza tab, but has everything set to 0. It has no entertainment radius or anything, so really just functions like a block of concrete. It does require a road just to place the asset, but the road can be deleted after. Special thanks to everyone who helped me make this and solve all the problems - this literally wouldn't have been possible without all you guys. Expect the asset to be released today! I'll make another post when I do release it.
  12. TransitAuthority: SpaceX Project

    @Avanya The lod doesn't disappear anymore. I will change the texture size though, and decrease the brightness and saturation
  13. TransitAuthority: SpaceX Project

    @boformer I thought about making the texture that size, but everything would end up a blurry mess seeing as how the main texture is 2048 X 2048. I made the LOD texture 1024 X 1024 so you can still make out the big "X" on the pad from far away.
  14. TransitAuthority: SpaceX Project

    Update! I've followed all of your advice, and although the LOD issue was fixed, the texture issue was not. I removed spaces, adjusted the texture sizes, and added specular and illumination maps - but Cities: Creating Assets is Confusing strikes again. The textures are still blinding. Any more ideas?
  15. TransitAuthority: SpaceX Project

    @R3V0 Thanks! I chose 800^2 because 512^2 is too low of a texture in my opinion, but I still wanted a lower quality texture for people with low-end computers like me. Now that I think of it, 1024^2 is probably a better choice. Because the LOD is the same as the main model (except the texture) I just copied and pasted the main model with a different name. The main model is named "Landing Zone 1.fbx" and the LOD is "Landing Zone 1_lod". The diffuse maps are the same name but with "_d" at the end.
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