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Squirrel Goes Nuts with Asset Building.
squirrelarmyuk replied to squirrelarmyuk's topic in Cities: Skylines Modding - Open Discussion
The completed building and collection is now live on the workshop! https://steamcommunity.com/sharedfiles/filedetails/?id=2441062597- 66 Replies
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Squirrel Goes Nuts with Asset Building.
squirrelarmyuk replied to squirrelarmyuk's topic in Cities: Skylines Modding - Open Discussion
Changed the configuration of the buildings. No matter what I tried to do I couldn’t get all 4 tracks working correctly when they are placed traditionally. Originally on this part of the map I had 5 narrow freight stations which were accessed on the short end. I noticed the game didn’t have an issue with multiple tracks configured this way. I’ve changed the way the assets are placed and instead of having two multi track stations next to each other I’ve gone for 4 stations which snap to one of the warehouses. Short video of the new configuration in action and I’m happy to see it working as planned.- 66 Replies
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Squirrel Goes Nuts with Asset Building.
squirrelarmyuk replied to squirrelarmyuk's topic in Cities: Skylines Modding - Open Discussion
This is a necro-bump and a half but over 4 years later I have taken your advice. I've recently got back into CS due to having a large amount of excess free time these days and thought I'd get some old projects back up and running. One of them is Elevated Freight stations which still don't get any attention in CS. The only 1 on the workshop I can find is my original one. I've just started up a new project based on the pic above, just done the modelling so far and not started the texturing process yet. I want to try get the assets working correctly before I start on the texturing. I think this station would be ideal to be used as a rail transfer station where internal and external freight can switch onto the other network without clogging up the city. As you can see it's a colossal building, it ended up being that big I have split it into 3 sections. Two of the sections are based on my elevated rail asset, the third section is a warehouse asset so goods can be stored next to the station. I'm also considering making rail and warehouse versions of all three sections so people can choose how they want to configure their building. The middle section has two sets of tracks at the far side of the building, the right hand section has two tracks on the near side. Where I'm having a few issues is the internal pathing of the trucks. I know there has always been issues with double tracked stations, it's been difficult getting trains to use all the lines. At the moment trains are only entering the station on track 7 and leaving the building on tracks 4 & 8, I've not seen trains use any of the other tracks. It also generates a lot of traffic especially between the two stations. Does anyone know if it's possible to create an internal transfer network using the pink paths between two separate assets? I don't know if @boformer is still active these days but you were the expert at pathing back in the day. I'm happy to take any advice or tips that people have for this project.- 66 Replies
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Lee Towers' assets
squirrelarmyuk replied to Lee Towers's topic in Cities: Skylines Modding - Open Discussion
Looking good, just wondering if you could release a half finished version of a boat as a prop. Would be good to have an under construction ship for dry docks. -
Avanya's buildings (Update 7/1: Cargo rail stations released)
squirrelarmyuk replied to Avanya's topic in Cities: Skylines Modding - Open Discussion
I always test my model first, especially if it's a functioning building like a train station. Have to make sure it's going to do what you think it is before spending the time UV Mapping and creating textures. @Avanya As for your power station even though it looks to be made using realistic sizes it seems to be far too big for the game when placed alongside the vanilla assets. However, power stations are meant to be big, I can see my "local" power station easily and that's 30 miles away. Try placing Jerenables new cooling tower asset next to your model and see how it compares. I can imagine your building at the edge of the map, surrounded by cooling towers dominating the distant landscape.- 800 Replies
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Avanya's buildings (Update 7/1: Cargo rail stations released)
squirrelarmyuk replied to Avanya's topic in Cities: Skylines Modding - Open Discussion
Just because you have four doors it doesn't mean they have to be in use, place some boxes or other props in front of them to give the impression that they were used but now no longer needed- 800 Replies
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Learning asset creation - American House
squirrelarmyuk replied to barcasam7's topic in Cities: Skylines Modding - Open Discussion
I had issues with scaling with 3DS max to start with. Make sure you have your units and grid settings correct. Units need to be 0.01 metres and based on an 8m x 8m grid. Draw a 8 metre cube in max. Import that into CS. If it fits the Asset editor grid perfectly then you have your units set up right. I then saved the correct cube settings as a template which I start with every time I open 3DS. You can import your existing buildings into this template just make sure you select the option to keep the template scale and not adopt the file unit scale. -
Squirrel Goes Nuts with Asset Building.
squirrelarmyuk replied to squirrelarmyuk's topic in Cities: Skylines Modding - Open Discussion
I'll put it on hold until after disasters is launched. I know zoned buildings can be destroyed by flooding currently and large props don't have this effect. I think this bridge was originally based on the advanced wind turbine which allows it to be placed on water. A standard building would be affected by water and flooding.- 66 Replies
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Avanya's buildings (Update 7/1: Cargo rail stations released)
squirrelarmyuk replied to Avanya's topic in Cities: Skylines Modding - Open Discussion
Have you got pics of the Tram depot so far? Might be able to suggest something. Extra doors shouldn't really be an issue on a depot though.- 800 Replies
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Why aren't you using steam? Hope you're not using a pirate version of the game.
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Squirrel Goes Nuts with Asset Building.
squirrelarmyuk replied to squirrelarmyuk's topic in Cities: Skylines Modding - Open Discussion
@droidhacker This is the effect on water by a bridge I found on the workshop, I'm wanting to try and adapt a similar principle for the flood defence system. The real life flood barrier in action. I think the game would benefit from such a system especially with high flowing rivers.- 66 Replies
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Squirrel Goes Nuts with Asset Building.
squirrelarmyuk replied to squirrelarmyuk's topic in Cities: Skylines Modding - Open Discussion
Small update on what I've been upto. Main project now is the Cimtropolis Mall. I'm working on the base templates still. May take some time to get them right but will keep you posted. What doesn't help are all the little random ideas I keep having of what to do in the game. I think there's a possibility that I have sorted out a way of making smaller tram depots. Found it out by accident but will have a play around and see what I can do. See the video below to see what I have so far. Other side projects I'm thinking about is an extended single track freight station. Also wanting to create some kind of flood barrier system similar to the Thames Barrier in London. On a similar vein to this I'm wanting to make dry dock doors. Just have to play around with the effects of water in the game when it hits buildings & props. I'm also wanting to make a large swimming pool with the ability to actually have water in it although this is still highly experimental.- 66 Replies
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REV0's Train Stuff
squirrelarmyuk replied to R3V0's topic in Cities: Skylines Modding - Open Discussion
I think it can be done if set up with a single track station, would have to set up with tracks going in opposite directions but you won't have the issue of the crossover at the end of the station track, I've not tried using single track on freight yet though but can certainly experiment with it.- 618 Replies
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What do you want in Cities: Skylines?
squirrelarmyuk replied to AidanA28's topic in Cities: Skylines General Discussion
Would love something like this or at least the ability to modify the existing tram station template. I tried and ended up with a blank space with no transport lines.- 307 Replies
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REV0's Train Stuff
squirrelarmyuk replied to R3V0's topic in Cities: Skylines Modding - Open Discussion
I have done some testing using the script given to me by @Tim The Terrible The maximum I've managed to get a cargo station track to work has been 200 metres. I'm not sure if the same rules apply to the station station track though. It's a shame as some of the longer trains by @bsquiklehausen come in at around 300 metres, would have loved to make a freight station big enough to handle those monsters.- 618 Replies
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