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Lee Towers

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About Lee Towers

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  1. Network Skins 2

    I just tested it for a bit, love the new features and design! I loaded up my save with loads of mods installed, the only mod that threw an error that first time was District Service Limit (I tested the same save without NS2, no error): The Mod C:\Program Files (x86)\Steam\steamapps\workshop\content\255710\1181352643 [DistrictServiceLimit.dll] has caused an error [ModException] Details: System.ArgumentException: No target method specified for class DistrictServiceLimit.MedicalCenterAIStartTransferPatch (declaringType=MedicalCenterAI, methodName =StartTransfer, methodType=, argumentTypes=NULL) at Harmony.PatchProcessor.PrepareType () [0x00000] in <filename unknown>:0 at Harmony.PatchProcessor..ctor (Harmony.HarmonyInstance instance, System.Type type, Harmony.HarmonyMethod attributes) [0x00000] in <filename unknown>:0 at Harmony.HarmonyInstance.<PatchAll>b__9_0 (System.Type type) [0x00000] in <filename unknown>:0 at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0 at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0 at DistrictServiceLimit.CustomLoadingExtension.ActivateMod () [0x00000] in <filename unknown>:0 at DistrictServiceLimit.CustomLoadingExtension.OnLevelLoaded (LoadMode mode) [0x00000] in <filename unknown>:0 at LoadingWrapper.OnLevelLoaded (UpdateMode mode) [0x00000] in <filename unknown>:0 I then tried the mod, the only issues I came across were the fact that upgrading roads with new settings doesn't always work: if you want to upgrade road type A you have to select road type A, adjust the NS2 settings, select road type B, then select road type A again and upgrade the existing roads. Otherwise it won't upgrade to the newest settings. The other (minor) issue is that typing in the RGB values is a bit finicky since your not allowed to leave the field empty. For example, if I want to change 69 to 125, I'd usually remove 69 and then type 125. But when removing the 69, I'd have to remove either the 6 or the 9, type 12, remove the other number and then type 5. This is maybe a bit nitpicky and the behaviour might even be intentional - just wanted to point it out . Another thing: on this first load, the colour changing of elevated roads didn't work. Saving with NS2, quitting to menu and then reopening that save didn't work - but that was probably because of my RAM running out When reopening the game it threw an error with TPB's Painter mod: A Mod caused an error [System.Exception] Details: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: No target method specified for class Painter.CommonBuildingAIPatch (declaringType=, methodName =GetColor, methodType=, argumentTypes=NULL) at Harmony.PatchProcessor.PrepareType () [0x00000] in <filename unknown>:0 at Harmony.PatchProcessor..ctor (Harmony.HarmonyInstance instance, System.Type type, Harmony.HarmonyMethod attributes) [0x00000] in <filename unknown>:0 at Harmony.HarmonyInstance.<PatchAll>b__6_0 (System.Type type) [0x00000] in <filename unknown>:0 at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0 at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0 at Painter.UserMod.OnEnabled () [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception No error on level load, but the Painter mod didn't work (icon on buildings showed up as the last used road colour, but buildings couldn't change colour). BUT: the colour changing of elevated roads did work this time! So these mods seem to be conflicting in some way, unfortunately. Pillars outside the 81 tile area did save and successfully reload . I did encounter a significant fps drop compared to the first load though, sadly. Not sure if it's conflicting with the Painter mod or something to do with pillars, or something else. Finally, opening the same save without NS2 installed (you do need a menu reload after disabling the mod) did work: no errors and fps issues were gone again. Thank you so much @boformer (and others?) for your work on this awesome mod, really looking forward to the final release! Might test some more if I find time, in the meantime I included a screenshot.
  2. Lee Towers' assets

    Wew, it's been a while again! I've finally found some time to work on some assets again. I'm finishing up this Art Deco water tower (based on the one in Aalsmeer, NL - never seen it in person, just needed a big water tower for my city and I liked pictures of that one), only some LOD stuff left so should be up some time this week. I'm also slooowly working on texturing some kind of boat, virtual cookie for whomever knows what kind of boat it is . It won't be functional, just something do decorate your harbours with. I also realised I've never finished the container ships for container packs 3 and 4, so if anyone is still interested in me making those, let me know and I might do that!
  3. I think you want to create something like this, right? You might be able to use it as a template. As @Delta2k5 said, you do need the One-Way Train Tracks mod to create and use a single-track station.
  4. Thale5 made this web page for his loading screen mod, you might be able to contact him to ask how he extracts this info.
  5. Tiling works for main textures, but not for LOD textures as in this case! But 2k tris is waaay too high for your LOD model, especially for a building with straight edges like this.. You should really try to reduce that at least tenfold (judging by the shape of your building it could be less than 100 tris).
  6. Lee Towers' assets

    New ship is up! https://steamcommunity.com/sharedfiles/filedetails/?id=1494826966 The issue was mostly that I was looking at the LOD in the asset editor instead of in-game, which is apparently not a good idea. Thanks to Ronyx for the help! Now on to more variations, I've almost finished the ship for container pack 2...
  7. Lee Towers' assets

    I think it's inherent to the way vehicle submeshes work. Changing the submesh shader doesn't work, I tried building shaders, prop shaders, vehicle shaders... It might be a bug, is it worth reporting to CO? I'm thinking of ways to circumvent this, like adding and baking the submesh LOD into the main model LOD or to just add everything to one model and texture. The latter kind of defeats the purpose though, I was using Avanya's container stack textures so they'd get shared with LSM...
  8. Lee Towers' assets

    Finally found time to work on this again, but I'm still stuck with the submeshes. The submesh disappears when LOD distance is triggered (the submesh follows the LOD distance of the main model). Using the same files for a building, it works fine - but for vehicles the LOD will not show up. I'm contemplating giving up on the whole submesh idea and just making the containers and ship in one file... If anyone knows a fix, I'd be very grateful! By the way, the wake problem was solved by raising the pivot... so at least that's fixed.
  9. What mods for mega intersection?

    I think invisible roads together with ploppable asphalt, timed traffic lights, possibly curbs and lines for detail work and a lot of tinkering would do the trick. The simple way is to use BadPeanut's arterial roads, though you woulnd't be able to get the exact amount of lanes you want.
  10. First time showing anything other than custom assets on this forum, haha. Working on a Vienna inspired city, this is the riverfront I'm working on. This is a covered one-way metro track, the tracks for the other direction are buried underneath the avenue. There's also a working station underneath the pillars a bit further down the river, thanks to the wonders of new find it features (in combination with MOM's fantastic one-way tracks, of course!). I might make a city journal soon if anyone's interested...
  11. I've encountered this problem before, I'm 99% sure it was on nodes between the standard station track and two-way single tracks from BP's single track mod.
  12. Lee Towers' assets

    The shadows are fixed by using the prop shader! See attached picture of the shadow side of the ship: prop shader above, default shader below. Other shaders will probably work as well, maybe there's one that doesn't create the LOD problem? Otherwise it seems like a stupid bug... agreed on your other points regarding sub mesh modding though. It's great that we have access to it now, but the choices of default flags seem kind of arbitrary. I mean, a ship is never going to be driving on gravel... The wake problem is something that existed before sub mesh modding, though. Looking at my screenshot folder it seems like older versions of some of my ships used to have the same problem, not sure what fixed it in the end.
  13. Lee Towers' assets

    I'm having some trouble with submeshes. I'm reworking my old container ship with a smoother hull and more variations. I created an empty version of the ship as a base model, and tried to add the containers as a submesh (using Avanya's textures from the large container stacks). The main problems I'm running into is that the submesh 1) don't support shadows, and 2) do not generate/use a LOD. I'm suspecting I can fix this by using a different shader, but which one? And how do I change the shader of a submesh? I tried changing up some of @Ronyx69's scripts, but to no avail... Also, if anyone's wondering, since ships are never sailing around empty (they'll just despawn) there's no way to hide the submesh automatically or something. Too bad, but I'll probably add the forbidden flag "custom name" to the submesh, so you can still hide it on command Oh, and I almost forgot - does anyone know why this model doesn't create a wake when sailing around? All my other ships do...
  14. Thanks for the script and info, that'll come in handy for sure. For now, it doesn't seem there is a way to reach my goal, which was to have a ship only carry containers whenever it was actually transporting something. Ships are either importing or exporting, they'll simply despawn when there's nothing to transport - they don't "return to facility" like road vehicles do.
  15. Thanks for the quick overview! Do you know if more submesh flags for vehicles are available through modtools? I've tested the flags for cargo ships, and they don't really make sense. A flag for "on gravel", for a ship, really? The only one that seems to be working is "custom name", which is not really useful. Same goes for LHD, no use for that with ships.
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