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Epic Lurker

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About Epic Lurker

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  1. Texturing American Hotel

    Yes so I model, UV unwrap and texture in 3 almost entirely seperate phases. This way I can guarantee all elements have the same scale (pretty important for a brick building) and I can maximise the resolution by scaling all elements together so that they take up all the available space of the texture size I'm aiming for (512 x 4096 in this case).Then I start drawing. But I'd love to find out there is a simpler way to do things.
  2. https://streamable.com/kc9hs Just for fun, I created a video of me making the texture for my American Hotel building I just published on the workshop. You might find it somewhat entertaining to watch. I do. It also shows off my ridiculously labor intesive process of drawing way too many details by hand. I wouldn't recommend it to anyone, but it does give me total control over the outcome. Let me know how this process compares to yours!
  3. Train station fixed! Also fixed the issue where the asset wouldn't save by deleting and replacing some of the sub-buildings. I guess if you load and save the same asset to often the telomeres get too short or something.
  4. Aha I think I've got it figured out! My station tracks are so close to the limit that building works or doesn't work depending on the orientation of the building. At some headings, it won't place stops. This never occurred to me until now. It will problably work for all orientations if I make the tracks a little shorter...
  5. Thanks for running this test! So you are saying at first you couldn't place stops, then you saved and reloaded the game, and then you could?
  6. Good question. I was using the workshop version.
  7. Hey guys, I recently updated my Amsterdam Central Station and now I'm getting complaints I can't reproduce so I'm looking for help. The station has always had the problem that the platforms were longer than the maximum lenght of train station track segments, which seems to be 200m. If you make train station track segments too long, you get cannot find path errors when you try to place stops at the station. My train station track segments are just short of 200m, which means the are recessed a little bit into the station but once you connect outside tracks it looks fine. And it works for me. But I'm getting a pretty steady stream of comments saying they can't create lines, which is what happens when the station track is too long. What gives? Is max station track length somehow affected by some combination of DLC or mods? One guy sent me his list of mods and I can't get my station to fail even with his mods. Also, if any of you could test my station and report if you can place stops or not, that would be great.
  8. Another beautiful building. Two small comments: it does look a little bit bright compared to other buildings (I was using daylight classic + tropical LUT). Also, it appears the LOD model is a few meters offset from the main model.
  9. Greetings! I've just released 'De Dageraad', a set of 6 RICO buildings that fit together so you can fill whole cityblocks with buildings of the same architectural style. http://steamcommunity.com/sharedfiles/filedetails/?id=950283141 I have no idea if something like this will be popular. I'm not aware of any other sets of buildings that fit together like this. It is rather Amsterdam-specific, and people may find it hard to use. But I had fun making it. Lots of smoothing. Let me know what you think!
  10. How to share texture maps?

    I don't want to end this thread on a sad note, but please note that the loading screen mod and the test version have only 70,000 subscribers combined so for the majority of Cities Skylines players you won't save any memory at all. Or, in other words, don't compromise the design of whatever asset you're working on just to save some memory for a minority of all users.
  11. How to share texture maps?

    I've read it is based on the content not filenames, but I can't find the place where I read that at the moment.
  12. How to share texture maps?

    If you publish multiple assets using exactly the same textures, the loading screen mod will notice this and share the texture between assets. People who do not use that mod will not save memory. I believe this is the only thing you can do for texture sharing.
  13. Great train station! You're really turning these out like clockwork. The moving escalators are a nice touch. I think you should consider adding some dirt and grime to the glass roof. Surely a train station can't match an Apple store for cleanliness.
  14. Cloud Assets Experiment

    Fascinating idea! It will be very hard to do with our current understanding of the rotor shader. You've already spotted the two problems: 1. LOD semi-transparency seems to be impossible. You can maybe emulate semi-transparency by dithering full transparency. Actually your screenshots already look reasonable. This is a problem but not a show stopper. 2. Transition from the full model to the LOD is not smooth and there is a step in between where neither is visible. This would be a show stopper for your clouds. We need another breakthrough to get this to work. I posted a while back this could be overcome but turns out that only works in the asset editor and not in game.
  15. @Ronyx69 It seems you are right. It works in the asset editor but the same asset has the same problem in game as sub-buildings. In other news, the asset editor has become even more unuseable for me. Now in --noWorkshop mode I can only view a building from a large distance. wtf.
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