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Everything posted by Lee Towers
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Network Skins 2
Lee Towers replied to boformer's topic in Cities: Skylines Modding - Open Discussion
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.- 81 Replies
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Hey all! I've been following this forum for a while now and all your amazing creations inspired me to start building assets myself. The first building is almost finished - a 3 track train station, as seen below (props for the person to recognise the station it's based on). I still have a few problems with it though, so bear with me: 1. The game is creating floors inside the building on its own. There's not even a vertex with the same z-coordinate where it's creating an xy plane inside the building. Is this something that's generated on purpose by the game? The floors are assigned the same textures as the roof of the building. They can be seen through the windows and are positioned about halfway behind the windows. 2. My sims are not using the third platform. I'm using the single station track with a platform on the left side of the track (relative to the direction it was laid). I thought it had to do with the pedestrian connections that I've laid down, but they are using the second platform which is accessed by the same pedestrian connection. 3. Speaking of pedestrian connections... I'd much prefer a rendered underground tunnel to the half-assed building I have there now but the game isn't letting me (it pushes the whole model upwards). How do I go about doing that? I know Joak uses them in his train stations, how did he do that? Any help regarding one of these questions would me much appreciated! Feedback on the model is also welcome by the way... it's my first time using blender and gimp. The textures aren't final either (mainly the roof and supports need work) but I've yet to learn how to use bump maps.
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Lee Towers' assets
Lee Towers replied to Lee Towers's topic in Cities: Skylines Modding - Open Discussion
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! -
One Way, Single Track Station Assistance
Lee Towers replied to Serentropic's topic in Cities: Skylines Modding - Open Discussion
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 Replies
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Building names and pictures
Lee Towers replied to primem0ver's topic in Cities: Skylines Modding - Open Discussion
Thale5 made this web page for his loading screen mod, you might be able to contact him to ask how he extracts this info. -
Guys, some help please! LOD looks weird, how to fix it?
Lee Towers replied to やばい's topic in Cities: Skylines Modding - Open Discussion
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). -
Lee Towers' assets
Lee Towers replied to Lee Towers's topic in Cities: Skylines Modding - Open Discussion
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... -
Lee Towers' assets
Lee Towers replied to Lee Towers's topic in Cities: Skylines Modding - Open Discussion
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... -
Lee Towers' assets
Lee Towers replied to Lee Towers's topic in Cities: Skylines Modding - Open Discussion
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. -
What mods for mega intersection?
Lee Towers replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
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. -
[CSL] Show us what you're working on!
Lee Towers replied to TPB's topic in Cities: Skylines Showcase
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... -
Small Problem with the Catenary Replacer Mod ( Tim The Terrible)
Lee Towers replied to eufl's topic in Cities: Skylines Modding - Open Discussion
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.- 9 Replies
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Lee Towers' assets
Lee Towers replied to Lee Towers's topic in Cities: Skylines Modding - Open Discussion
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. -
Lee Towers' assets
Lee Towers replied to Lee Towers's topic in Cities: Skylines Modding - Open Discussion
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... -
Ronyx: (I don't use simtropolis anymore, go to cslmodding.info)
Lee Towers replied to Ronyx69's topic in Cities: Skylines Modding - Open Discussion
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. -
Ronyx: (I don't use simtropolis anymore, go to cslmodding.info)
Lee Towers replied to Ronyx69's topic in Cities: Skylines Modding - Open Discussion
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. -
Any Blender Experts in here? UV map issue
Lee Towers replied to Shannanigan O'Crabby's topic in Cities: Skylines Modding - Open Discussion
Without seeing your uv map, I suspect that the face where it's glitching is one big face, right? The game engine doesn't like anything other than triangles and quads. Triangulating your model before exporting will prevent issues like this. In edit mode, select all faces (a) and triangulate (ctrl+t). To reverse this, use alt+j.- 10 Replies
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Lee Towers' assets
Lee Towers replied to Lee Towers's topic in Cities: Skylines Modding - Open Discussion
It's been a really long time since I've submitted anything new, apparently. You might've missed the General Cargo Ship (ploppable version here) that I uploaded back in September. I might optimise the LOD some day, who knows... I haven't worked on any other stuff since then until I randomly decided to make a train this week. That's right, this thing doesn't even float (probably...)! But here it is anyway, a Dutch train that I thought was missing on the workshop: the DM'90, also known as the Buffel (Buffalo). It's a DMU so I'll be looking into adding turbodiesel sounds with vehicle effects tomorrow, but I didn't want to wait any longer with uploading this thing. It does have a working third headlight, though. Vehicle: http://steamcommunity.com/sharedfiles/filedetails/?id=1295371511 Props: http://steamcommunity.com/sharedfiles/filedetails/?id=1295383089 Cheers! -
mic´s building again: Release for Pug Monaco Serie and new wip "lost Places Factory"
Lee Towers replied to Miccrosshill's topic in Cities: Skylines Modding - Open Discussion
Looks great, I'm liking those piers! And for even more inspiration on houseboats - search for "woonboot" on google, if you haven't already. -
Nilo7's Workshop (DC transit)
Lee Towers replied to DCMetro34's topic in Cities: Skylines Modding - Open Discussion
Looks like edge bleed to me. You should always extend the textures a few pixels beyond the UV borders to prevent this issue. Also, welcome back! Though I hadn't seen this thread before- 22 Replies
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mic´s building again: Release for Pug Monaco Serie and new wip "lost Places Factory"
Lee Towers replied to Miccrosshill's topic in Cities: Skylines Modding - Open Discussion
Have you already figured out what type of asset this is going to be? I wouldn't recommend making it floating.. because you won't be able to use props. Obviously you can't add props if you're going the floating prop way, but props also don't work with buildings that use the new floating shader. They either sink or just don't move with the asset itself. I'd make it a static asset that uses the "OnWater" placement property. If you make the footprint larger (to make it easier to connect to a road) you could maybe figure out a way to make it a working residential building. But however you're going to release it, I'm already looking forward to adding house boats to my cities! -
Lee Towers' assets
Lee Towers replied to Lee Towers's topic in Cities: Skylines Modding - Open Discussion
Looking at the new wider canals I found it was high time for another set of ships - that could actually realistically navigate those canals. So instead of enjoying the extremely sunny day we had over here, I spent my day making new ships... they are based off the previous set - they share textures so subscribing to these will have minimal RAM impact if you're already using the larger ones. Both vehicles and ploppable versions have already been released and can be found in my inland shipping collection: http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=862755837 And yes, the bridge is on the front of these ships They're based on the Neokemp type ships, but a bit shorter to fit the canals in the game. -
Lee Towers' assets
Lee Towers replied to Lee Towers's topic in Cities: Skylines Modding - Open Discussion
Finally released an asset I promised to do a looooong time ago.... a bare ship hull prop for shipyards. I was sitting on the model for months and I finally decided to finish and upload it. It's not really detailed - but it does feature an updated version of the hull I used for my container ship. It's a lot smoother in the bow and stern areas. I'll probably reuse it to make other ships in the future, who knows. It's also available on sketchfab if you want to take a look at the model without subscribing. http://steamcommunity.com/sharedfiles/filedetails/?id=932492469 -
Lee Towers' assets
Lee Towers replied to Lee Towers's topic in Cities: Skylines Modding - Open Discussion
I've changed my mind about updating my ploppable ships to use the new floating shader. After some testing, I've found that it causes water to glitch when placed near a shoreline or seawall. Reducing the footprint (see screenshot) and increasing the water depth allows for it to be placed closer to the shoreline without glitching, but it's still not close enough for my liking. Also, the floating effect is way too strong for ships this size. To put it in technical terms: the RAO's are too high. (RAO = Response Amplitude Operator, basically a value that expresses how the sea state translates into the motions of the ship) If you still want floating versions of my ships, add them to the config of the Ship Converter mod. -
Let's keep a list of which mods break with MT
Lee Towers replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
Properly fixed version (with intended changes) of the station has been uploaded http://steamcommunity.com/sharedfiles/filedetails/?id=929606915. All thanks to BP's ultra quick fix .- 68 Replies
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