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Everything posted by AmiPolizeiFunk
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Prop lights not turning on
AmiPolizeiFunk posted a topic in Cities: Skylines Modding - Open Discussion
I'm having an issue with hundreds of prop lights not turning on. If I wiggle them with MoveIt, they turn on. But every time I load the savegame, hundreds of my proplights are off at night. It doesn't seem to make any difference if they are powered by the electricity grid or not. Anybody else have this problem or know of a possible solution? those two lights should be on, like the ones next to them. The two lights to the right are the exact same light props. The entire ring should be lit with Raillight props. Massive sections just don't turn on. -
How to copy the stadium template?
AmiPolizeiFunk posted a topic in Cities: Skylines Modding - Open Discussion
It was mentioned that this can be done with modtools. How exactly? If you make a custom Match Day stadium, how do you tell the fans where to sit? -
Props on vertical building faces - is it possible?
AmiPolizeiFunk replied to matthiasbasler's topic in Cities: Skylines Modding - Open Discussion
There's an interesting caveat to all of this. When you place a prop in the asset editor it seems to have a flag that remembers if the prop is "on ground" or "on mesh." The flag is set when you first place the prop. So if you place a prop initially on the side of a building, you can use "move it" to move the prop in all 3 dimensions. But if you initially place the prop on the ground, you will never be able to lift it up into the air with "move it." This technique can be used to move props into wacky locations... like to put a main-building prop on a sub-mesh or sub-building, or floating in the air. As long as you plop it first on some side of the main mesh, you can move it to anywhere. -
Best practice for publishing mutliple levels of a building?
AmiPolizeiFunk replied to matthiasbasler's topic in Cities: Skylines Modding - Open Discussion
The upside of including all 3 levels of the building in one workshop asset is that each user automatically gets all 3 when they sub to asset. The downside is that some users won't want all 3, and will see it as excess bloat, which will discourage them from subbing. So you gotta decide which way you want to go, there's no right way. As for your second question, it's not possible for the game to upgrade one specific building to another specific building, and the names don't matter. The game will upgrade to any building that fits the level needed and the same plot size. So if there are other buildings that fit those requirements within the theme, the game may upgrade to those.- 2 Replies
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Updating Networks
AmiPolizeiFunk replied to Clus's topic in Cities: Skylines Modding - Open Discussion
It's a bug and CO is aware of the issue. The game goes back and forth between adding a 0 or adding a 1 to the end of network prefab names on bridge, elevated, tunnel, and slope segments. You can see it in modtools here: Tool Controller->NetTool->NetInfo->NetAI screenshot: See how it says "Bike1" at the end of the bridge segment prefab name (Slope1 on slope, Tunnel1 on tunnel, etc)? If I updated it once, it would say "Bike0" and it would not be found in people's savegames. If I updated it twice, it would be back to "Bike1" and it would work again. This is what you have to look for. -
You can place single pieces of Martin's Hauptbahnhof by using FindIt, even though they are embedded as sub-buildings in a single .crp. How is this possible? Is there a special template that allows you to do this? For most big buildings, you can't place any of their parts independently unless the author releases them separately.
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How is this possible?
AmiPolizeiFunk replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
So I would try do that in modtools while compiling the main asset with all of its sub-buildings? I would love to be able to make the subs independently ploppable with certain releases. Then I wouldn't have to release the same things twice. -
Model with multiple texture files
AmiPolizeiFunk replied to jasperhome1998's topic in Cities: Skylines Modding - Open Discussion
If you set it up correctly, blender can bake a texture atlas for you with one click. -
Elektrix: Net Picker Tool, Segment Slope Smoother Mod, and more!
AmiPolizeiFunk replied to Elektrix's topic in Cities: Skylines Modding - Open Discussion
Ah that sounds nice! Segment smoothing really does belong within moveit. -
Elektrix: Net Picker Tool, Segment Slope Smoother Mod, and more!
AmiPolizeiFunk replied to Elektrix's topic in Cities: Skylines Modding - Open Discussion
Yep I know but experts like me need to be able to make intelligent adjustments that don't break accessibility -
What is more important? A Texture Replacer mod OR a Custom Bridges mod?
AmiPolizeiFunk replied to boformer's topic in Cities: Skylines Modding - Open Discussion
lol 3-yr old thread necro has me reading about better bridges -
Elektrix: Net Picker Tool, Segment Slope Smoother Mod, and more!
AmiPolizeiFunk replied to Elektrix's topic in Cities: Skylines Modding - Open Discussion
Didn't we convince Samsam to re-include them in MoveIt? We all made a big fuss because we sometimes need to use "TouchThis" and MoveIt to adjust tracks in stations. I think he re-included them in the end and I'm glad. If somebody breaks a station by using touchthis and moveit, it's their own damn fault imo. Who cares if they complain, just ignore them. We already have the power to massively break stuff w moveit so I don't think there's any reason to take that approach when it comes to stations. -
Elektrix: Net Picker Tool, Segment Slope Smoother Mod, and more!
AmiPolizeiFunk replied to Elektrix's topic in Cities: Skylines Modding - Open Discussion
Yep, Steam is borked for many of us right now. -
Make a true 1:1 map with this guide
AmiPolizeiFunk posted a topic in Cities: Skylines Modding - Open Discussion
I've updated MrMiyagi's guide about making C:S maps from real world data via terrain.party, and hi-res image overlays via openstreetmap. My updates include info about our discovery that C:S maps are actually 17.28km (and not 18km as previously assumed) and about using cool scripts to automatically download and stitch massively high-resolution images from OSM. Check it out here: https://steamcommunity.com/sharedfiles/filedetails/?id=1275917540 and feel free to ask questions here or there. -
Mod Request: Tools for new "Historical Building" button
AmiPolizeiFunk posted a topic in Cities: Skylines Modding - Open Discussion
Industries quietly introduced a new radial button on growables called "Historical Building." This little flag could completely change the way City-Painter type builders have been playing the game for years. We've had to use mods like "Control Building Level Up" to get our carefully selected buildings to stay put. Now that this button is in the vanilla game, it would be really helpful to have some tools to manipulate it. That would allow us to move our builds away from the other mods (which are global and prevent us from having areas that grow naturally). Personally I would like some blocks to be fixed (all "Historical Building" buttons checked) and other areas to grow naturally like the vanilla game. Would it be possible to make a mod that could globally convert all of the growables in a savegame to "Historical Building?" Really cool would be to have this be an option per district (in conjunction with per building). -
Elektrix: Net Picker Tool, Segment Slope Smoother Mod, and more!
AmiPolizeiFunk replied to Elektrix's topic in Cities: Skylines Modding - Open Discussion
I guess you're right about the copying w MoveIt. I'm trying to think of other cases where an eyedropper would be useful but I'm coming up short. Sometimes you just want to know what a thing is or what it's called... like a prop. It would be cool if the eyedropper would put you in the UI menu where the thing is from, so you could see its name. -
Mod Request: Tools for new "Historical Building" button
AmiPolizeiFunk replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
lol this was posted yesterday https://steamcommunity.com/sharedfiles/filedetails/?id=1605547823 -
Make a true 1:1 map with this guide
AmiPolizeiFunk replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
It's probably some kind of lazy round-up situation... like calling 1024 by "1k" Terrain party was made so long ago. I dunno if they even decided at that point to make one cell = 8m. I wasn't part of the scene back then so I'm not sure how all of that evolved. Calling a cell "8m wide" is a totally arbitrary decision and could have been made at any point along the way. -
Elektrix: Net Picker Tool, Segment Slope Smoother Mod, and more!
AmiPolizeiFunk replied to Elektrix's topic in Cities: Skylines Modding - Open Discussion
Wow you went and made it. Nice! This little mod would have made working with the 150+ CSUE/CSUR roads a million times easier. So it's just for roads tho? Really it would be awesome if it was a universal eyedropper for anything in the game. -
Implementing optional cross-mod features
AmiPolizeiFunk replied to Quboid's topic in Cities: Skylines Modding - Open Discussion
I was thinking how useful it would be to have something similar to an eyedropper tool. When I was working with the CSUE/CSUR roads, there were 150+ roads and I didn't have an easy way to figure out which roads were where. I wound up having to do something similar by opening up modtools to see what prefab I was selecting w MoveIt. Would be cool to have an eyedropper mod where you just select anything on the map, and then you can identify it and plop it. Kind of like FindIt!, but a simple point and click version. -
Ami's Berlin: Assets (L.A. westside map released)
AmiPolizeiFunk posted a topic in Cities: Skylines Modding - Open Discussion
Hi Simtropolians, I'm building my home town, Berlin, with the help of your many mods and assets (I am using 70+ mods and 600+ assets). I started playing Cities:Skylines about 2 months ago and I'm enthused by the activity happening here and in the Steam Workshop. Thank you guys! I'm endeavoring to add some of my own custom assets to the Workshop, but I'm new to the entire process. I'm good at photoshop, but I suck at Blender! I booted blender for the first time last week, so I'm at the rough end of a steep learning curve. You guys have been very helpful to get me over a few stumbling points. Now I'm getting ready to publish a couple of items and I'd like to run them by you first. I'm trying to start simple, but even simple objectives seem to morph into week-long efforts. Please let me know how my work can be improved. I've got a Checkpoint Charlie cooking (check my screenshot stream on steam or on twitter, if you're interested), but let's start with the Rosinenbomber from the Deutsches Technikmuseum: I found a DC-3 model by Giovanni E and lifted it to the top of the stock library with some prop anarchy: I was happy to find a DC-3, but the model has some texture problems (the illumination map is always fully on) because it's an old model and was probably made before After Dark. In wanting to fix the lighting problem, I wound up re-texturing the entire model to specifically be the famous Berlin C-47 "Rosinenbomber," as well as adding some propellers. It's starting to look decent in-game, but I still have some shadowing issues that I'm working on around the windows. I'd like to improve the body texture so that it looks more silvery and less white in the sun (I'm using PhotoReal3 LUT and Daylight Classic mods). Here are my current diffuse and spec maps: How would I go about improving the look of the body surface? I'd like it to be more shiny and silvery. My next question is, what is a good approach to make the LOD model? Thx for looking & thx in advance for your suggestions. -Ami -
Ami's Berlin: Assets (L.A. westside map released)
AmiPolizeiFunk replied to AmiPolizeiFunk's topic in Cities: Skylines Modding - Open Discussion
Shanghai True 1:1 collaboration project is up on the Steam Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=1582203194 https://steamcommunity.com/sharedfiles/filedetails/?id=1582201537 https://steamcommunity.com/sharedfiles/filedetails/?id=1582199963 and a showcase video: -
Cities Skylines default mods
AmiPolizeiFunk replied to Andry2002PRO's topic in Cities: Skylines Modding - Open Discussion
Here you go Mods.rar- 2 Replies
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How to add lights to a prop?
AmiPolizeiFunk posted a topic in Cities: Skylines Modding - Open Discussion
EDIT: In this thread, boformer contributes a script to allow you to add lights to a prop whilst in the asset editor. Best is to install ModTools locally (also explained a few posts down) and run the Asset Editor in -noWorkshop mode. Once you have imported your prop, hit F7 to open the ModTools window. Copy and paste the script into the input box in ModTools and either press Enter or click "run". The light effects should immediately appear. In the script, you can control the position and rotation of the light effect. Later in the thread are examples for 3 light effects and 4 light effects, which have been tested and work! Here is the script: // --- FIRST LIGHT EFFECT --- // Used light effect var lightEffect1 = EffectCollection.FindEffect("Flood Light Orange") as LightEffect; // Final position in prop var pos1 = new Vector3(0f,10f,-1f); // this would be near the center of the prop, 10m above ground // Final direction in prop var dir1 = new Vector3(0f,1f,0f); // this would be up var propEffect1 = new PropInfo.Effect {m_effect = lightEffect1, m_position = pos1, m_direction = dir1 }; // --- SECOND LIGHT EFFECT --- var lightEffect2 = EffectCollection.FindEffect("Flood Light Orange") as LightEffect; var pos2 = new Vector3(0f,10f,1f); var dir2 = new Vector3(0f,1f,0f); var propEffect2 = new PropInfo.Effect {m_effect = lightEffect2, m_position = pos2, m_direction = dir2 }; // Apply effects to prop var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo; asset.m_effects = new PropInfo.Effect[] { propEffect1, propEffect2}; asset.m_hasEffects = true; --------------------------------------------- ORIGINAL POST: I'm trying to add lights to this Rail Lighting tower prop. Does anyone know how to do it? -
Modifying MoveIt export XMLs with python script
AmiPolizeiFunk posted a topic in Cities: Skylines Modding - Open Discussion
I only discovered that terrain-party exports are ~4.166% bigger than they should be (terrain-party crams an 18km square area into a 17.28km square mapspace) while I was half-way through making a new Berlin 1:1 map. It was easy to upscale the heigtmap work that I had done (export my cleaned heightmap from the map editor, scale it up in photoshop, re-import it), but I was kinda stuck when it came to all of the work I did on rails and roads. I needed a global function to scale up my rails and roads in the x and z dimensions. Enter MoveIt! export->import and python. A friend wrote this script for me in Python v3 to go through the xml file and tweak the X and Z coordinates. All X and Z values are multiplied by 1.041666 Here are the MoveIt! XML export files before and after manipulation: https://www.coh2.org/file/16224/moveitexports.rar And a pic, showing the perfectly fitting result after the upscale: I think this kind of thing opens up some amazing possibilities! Next, I'm interested in scraping tree data from Berlin's databases and creating ploppable MoveIt! XML files from them. This is a bit out of my league tho, but I have the feeling that it can be done.
