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jzeltman

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Everything posted by jzeltman

  1. Solitaire: A Namibia themed map

    Great job doing something different. I dig the music you've selected and how you're setting the atmosphere.
  2. Hey all, first I wanted to say thank you for all the time and effort you've put into making this game amazing. I've enjoyed many hours with your creations and wanted to start giving back to the community. I began making assets a month or two ago when my workload got slower than normal, and now I can't get enough of it I've mostly been working on smaller assets because I just started modeling in 3D two months ago, so everything is still pretty new. Thank you so much @Ronyx69 for making your videos available. I learned a lot from watching them Today I have a questions about illumination maps, my Rusty Warehouse 2 seems to have the windows illuminated all the time, and I don't know how to fix it: This is my illumination map: My other question for today, which I'm thinking I know the answer to, is: Can a single asset be both growable and rico? And if not, is the preferred method of differentiation to have 2 separate assets in the workshop? Or two .crp files in the same asset?
  3. How long ago did you make and save the asset? If it was before the concert update, the file format changed. So you might need to reimport it. And, every time you publish/update the file, you have to add the rico file back into the content folder
  4. Asset release: Corrugated Roofs - You can now cover all of those crates you normally leave outside in the rain!
  5. Asset Release: http://steamcommunity.com/sharedfiles/filedetails/?id=1130332118
  6. Mod list problem

    @boformer Would this also cause the mods panel not to populate? my mods panel no longer populates after the concert patch, so i cannot update/activate mods anymore.
  7. And here is a for-scale image. Each angled section is 9x1 in the game and angled at 5/10 degrees. I think I need another at a steeper angle, and perhaps thinner And yeah @Turjan I'm working on Dársena D with this one. I figure that wasn't anything quite like this on the workshop, and it looks cool and old so I'd give it a go. Each elevated conveyor is a 9x1 building in the game. Still trying to figure out if I want to just keep them as parks, or make them a RICO industry building.
  8. Yeah, the 18mb is because the 2 buildings are using the same 2k texture. But that should be handled by loading screen mod from what I understand? And the hardest part about the angled pieces will be having the pivot in the middle. My idea is to make 1 angled piece, but really tall so that you can raise/lower it as you'd like, and still have it be textured.
  9. Been a while since i've uploaded. but continued working on things nonetheless. Most recent release: Available here: http://steamcommunity.com/sharedfiles/filedetails/?id=1125543336 Working on a set of elevated conveyors: Unsure if I should just release the level version, or create angled versions as well? Any suggestions? In real life, the angled sections connect back to the grain elevator picture behind
  10. romualdillo's assets

    These remind me a lot of the buildings in Buenos Aires, which has a considerable population with Spanish heritage, so hopefully I am correct in saying that the height of these doors, windows is intentional. Most of this style of building here in Buenos Aires is 3-4m tall doors and first floors. They are very lovely indeed. I would also concur about upping the texture density/size to eliminate blurryness. But overall great work, I am very excited to use these, and not have to make as many of this style building for my Buenos Aires build
  11. Garbage Atomizer?

    http://steamcommunity.com/sharedfiles/filedetails/?id=902152924 if i may be so bold to plug my own asset, this thing has most of the incinerator stats, but without the pollution, and an extremely small pickup radius. I tried to mimic the trash system in Buenos Aires. Each night these bins are emptied, so the closes I could get was to have the bin be an incinerator.
  12. Thanks Ronyx I will have to do some testing to see the best way to go about it
  13. Finally released this bastard. Probably the most frustrating experience yet. Recreated it 10x and fought with pedestrian paths more than I would have liked, but it's here: http://steamcommunity.com/sharedfiles/filedetails/?id=1079237561
  14. Wouldn't this run into LOD issues though? if the building model was a prop, wouldn't it have a very limited LOD? or is that something that could be overriden?
  15. So many assets in my TODO list haha, but, looking at the one's you have linked I might have to. The elevated walkways I am trying to recreate are more concrete, and very dirty. Just like everything here in Buenos Aires
  16. OK, thanks @boformer any other suggestions for 'modular' building combinations? Most of the buildings I'm making are 1 tile wide, so I figured I could 'combine' them together to make a bigger building for building limit purposes.
  17. I have been living in Buenos Aires for 1.5 years now, and wanted to do a project on the city, and share the eclectic mix of architecture with others Are you from Argentina or visited or interested as well?
  18. What are you using for the elevated walkways? I had just started making some before I saw yours, and no reason to make them if they exist already Great work btw
  19. Had to take a break from the station, and work on some housing inspired by the architecture in Buenos Aires. Most of the lot sizes here are crazy deep, but only ~8m wide. I think I will create a few dozen buildings, but then 'assemble' them together in 4x4 growable buildings using sub buildings. My question is: is there a way to randomize sub-buildings?
  20. Ronyx

    I did not know that. thanks for providing them
  21. @boformer thanks I also spent a while with modtools to get more familiar and found some other ways of using the existing paths and modifying their positions
  22. A bit of a bump for my previous pedestrian path on the multi-track station question. Is there a way to edit those? I need some advice or suggestions on the best way to handle these girders/supports. I have the 'hollow' spaces of the girders set to 100% invisible on my alpha mask. But as you can see in the screenshots, that means that they look like empty boxes, and you can't see the girder on the other side. Is there a good way to handle this other than just copying the shape, making it a bit smaller, and then flipping the faces? Thanks in advance as always
  23. Are you using ploppable asphalt for the 'lids'? I need to make something like that for my Buenos Aires recreation and could use any and all tips available.
  24. Ronyx

    @Ronyx69 regarding the tutorial, I'm really interested in how to use the Rotor shader for windows, etc. But I'm guessing that's a more advanced thing than a basic tutorial.
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