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Miccrosshill last won the day on
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Problem LOD after Green Cities Update
Miccrosshill replied to Miccrosshill's topic in Cities: Skylines Modding - Open Discussion
we will and here is the link to my post @ Paradox -
Problem LOD after Green Cities Update
Miccrosshill replied to Miccrosshill's topic in Cities: Skylines Modding - Open Discussion
Hi Ho, back into investigation the problem "LOD´S with floating Shader" i made some new Screenshots : 01. the fbx Model 02. the _lod.fbx appears after some zoom out 03. the _lod.fbx snapped to the ground when zooming more out Thats the script i use to switch to the floating shader : var asset = ToolsModifierControl.toolController.m_editPrefabInfo as BuildingInfo; if(asset == null) { Debug.Log("Error: Not a building!"); return; } asset.m_requireHeightMap = true; asset.m_requireWaterMap = true; asset.m_placementMode.value__=2; // asset.m_buildingAI = DummyBuildingAI; var shader = Shader.Find("Custom/Buildings/Building/Floating"); if(asset.m_material != null) asset.m_material.shader = shader; if(asset.m_lodMaterial != null) asset.m_lodMaterial.shader = shader; Debug.Log("Success!"); I tried different Templates to start with - all the same. i tired some of the switches like LODhasanotherShader in ModTools - same i looked for hints for a second lod in ModTools but found nothing (but i am also bad using the ModTools) would appreciate any help/hint with this problem happy easter @ all -
mic has a Question about : Glas without rotor-shader
Miccrosshill replied to Miccrosshill's topic in Cities: Skylines Modding - Open Discussion
ohh - i see - thx for the hint @Delta2k5 -
mic has a Question about : Glas without rotor-shader
Miccrosshill replied to Miccrosshill's topic in Cities: Skylines Modding - Open Discussion
Hi again ... i have a project with a lot of glass and i wanted illuminate the interior. So i exported all Glass and imported it with the rotor shader - but the shader dont allow light to passing trough. So i put my project on halt. Some day ago i saw 220herz new parking Garage with Glass and lights behind. So my question - how is it done ?? Is he working with alphamaps? any help is appreciated -
mic´s building again: Release for Pug Monaco Serie and new wip "lost Places Factory"
Miccrosshill replied to Miccrosshill's topic in Cities: Skylines Modding - Open Discussion
Hi @ all, after being here long absent - i was exclusively making assets for Pug's Monaco Serie i am back After making only models for Marina/Harbor - i need a rest and i decided to make a new Building for my "Lost Places" series. Again with lots of graffiti's and this time i go also on destruction *hehe* means the roof is part collapsed and the wall are kind of used down - holes everywhere. This comes again with a big Texture because it will have a lot of graphics. I tried to bring the Model with a 4k texture into the asset editor and succeed - i know its overkill but Brickbuildings need knid of love with textures .. So i'am glad to be back and thats what i have for the start : old abandoned Railway Warehouse/Factory -
mic has a Question about : Glas without rotor-shader
Miccrosshill replied to Miccrosshill's topic in Cities: Skylines Modding - Open Discussion
hi there, as many of you i am part of Pugs project. Right now i am into the big swimmingpool and have a question about Buildings and their terraforming. i need this one into the game without affecting the terraforming .. so i can set it higher or deeper without nearby terrain goes also up and down. Actual i have the "noBase" shader applied (because of the pool" - the water itself is a subbuilding with the rotor-shader (still wip - need more transparency) - so my question - which Template should i use to move this building vertical ingame without affecting the surrounding terrain? thx for your help -
mic has a Question about : Glas without rotor-shader
Miccrosshill replied to Miccrosshill's topic in Cities: Skylines Modding - Open Discussion
big "thank you" for this detailed explaination -
mic has a Question about : Glas without rotor-shader
Miccrosshill replied to Miccrosshill's topic in Cities: Skylines Modding - Open Discussion
thx Bad Peanut i just started to finetune the model and i dont know why - ingame it totaly messed up .. how can i extract the vanilla mesh? I have the mod-tools but don´t know where to look for. -
mic has a Question about : Glas without rotor-shader
Miccrosshill replied to Miccrosshill's topic in Cities: Skylines Modding - Open Discussion
ok - i got a small success - and thats what i have learned : the model and texture in Blender .. aligned as shown! this is final what i get - not so bad for 4h of trying *hehe* now i can starting with better textures and some details - lets where i am later (surely frustrated *hehe*) -
mic has a Question about : Glas without rotor-shader
Miccrosshill replied to Miccrosshill's topic in Cities: Skylines Modding - Open Discussion
ok basicly a quay is a road and you can use the Road editor in CS Editor. check the wiki - https://skylines.paradoxwikis.com/Road_Editor i am on it but this is really PitA. You have align the model to the Z-Axis and there are a ton of parameters ... -
mic has a Question about : Glas without rotor-shader
Miccrosshill posted a topic in Cities: Skylines Modding - Open Discussion
Hi there, i never touched roads or quays for modding and i may need to make a new quay - mostly just the texture. I have absolute no idea how to start this. I know there are nodes so is it a road? Where to find the right template. And is it easy to make? I appriciate any help. btw. that is the pier i want as quay - google map -
Problem LOD after Green Cities Update
Miccrosshill replied to Miccrosshill's topic in Cities: Skylines Modding - Open Discussion
Yeah they use the buildings shader .. and befor the update all was fine - now all my boats (done before the update also) have sunken lods ... and i can do nothing about it ... The weird texture boat has no texture - it was just a modell imported without any texture - just to check mesurments ingame ... so each update a big surprise for modders ... -
Problem LOD after Green Cities Update
Miccrosshill posted a topic in Cities: Skylines Modding - Open Discussion
Hi there, i just loaded my last model into the editor and after that i did a test on a map .. when zooming out i am getting strange behavior. First : it seems there are now 3 models - when zooming out i am getting : Model , LOD1, LOD2. LOD1 has kind of a strange texture and LOD2 is the one we all know - but this one is now aligning to the area. For my ships that mean - if you are zooming out - you have a sunken ship when getting to LOD2 - same for older models that runs fine before GreenCities. In the Editor i am not getting this behavior - just ingame. Just the models : Picture 1) here you see on the Water a LOD and sunken the same LOD (this happen at one specific zoom - one zoom more or less and one of the two disapears) Picture 2) here you see my sunken Yacht .. and also that what i call LOD1 (strange texture) for the big passengership (that has no Textures and no LOD) i am really disapointed - each update they mess totaly the workshop up - -
very impressive ronyx .. you´re quite the artist in CS
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Question about the rotor-shader
Miccrosshill replied to Miccrosshill's topic in Cities: Skylines Modding - Open Discussion
Thx for your answer ronyx, nope interieur is normal .. i wanted the light from the interieur shines trough the net to the outside - seems i have to use the normal illumination map for all the windows. sad but thats the ways this game run
