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vitusweb

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About vitusweb

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  1. Have you tried Plop the Growables + Force Level Up? BTW, I am in Berlin right now and I understand what a source of inspiration for C:S it is!
  2. I agree, the main problem is the shadow on the central part. I have never tried editing trees, so I don't get what you mean. I had no normal textures at all in this test.
  3. I made a first test, it doesn't look good. The semitransparent parts look somehow fake. rotors.avi
  4. Interesting idea, but I'm not sure if I have understood correctly. Do you mean putting the animated part under a semitransparent part?
  5. Yes, actually I had already dumped those pools and adding some waves was on the to-do-list. My concerns were rather about the moving part of texture. I did them from scratch and they are not bad for a first trial, but I'm not fully happy either.
  6. First tourists come to visit the new animated fountain! It works (thanks, Ronyx!), but I guess that improving the water textures will keep me busy for a while. Any suggestions?
  7. So no way to disable it, as I feared. Thanks, I'll try to either shift those edges, or just have the curb go down straight without protruding. EDIT: it still confuses me though that it worked in the Asset Editor, and without sub-buildings even in game.
  8. Hi, I'm trying to make an underground fountain and I have a weird issue which is driving me crazy. If I use the "Basement" shader in the Asset Editor, I get it correct as in the upper half of the screnshot. Nevertheless, it seems that the edges close to ground are extruded in game as they are interpreted as building foundations. I had already tried the "NoBase" shader, but in that case I have the problem already in the Asset Editor. If I delete the water jets which are subbuildings, I get it working sometimes by tweaking the height with MoveIt. Still, as soon as I place the jets as separate buildings, the foundations appear again. Thanks for any suggestions!
  9. I needed a break from roads, so I made these: There was one on the workshop, but I didn't like the grass color and the pitch lines were not compliant to FIFA regulations. Also, I didn't want stands. Credits to @AmiPolizeiFunk for the floodlights! I have a huge list of WIP, let's see what comes next...
  10. Hi, I was wondering whether those two ideas would be feasible and would like to ask mod specialists. Functioning clocks. In principle, it shouldn't be difficult to link the rotation angle of two props (clock hands) to the system time (or to the game time, I would leave both options). Functioning fountains with jets of water. As there is already a mod for dynamic fireworks, it should be possible to use particle systems for that as well. The main difference is that the objects shouldn't have a finite duration, but run in an infinite loop. Would that impact performance significantly?
  11. Thanks, I got it! I found it under "Europe Collections", as I was using the European theme. By the way, as I created the road wih this theme, traffic lights are not shown in non-European themes. How can I fix it? (Meanwhile I have released a park which will be used in my next map.)
  12. After a second trial, I confirm that I didn't succeed. I attach two screenshots to explain what I've done. I open the source road, clicked "Copy" in the first one, then loaded my destination road and clicked "Paste" in the second one. This results in the exception which I already posted in the previous message. Am I doing anything wrong?
  13. Lost Gecko's projects

    The Monaco balustrade is very nice, I was really missing it! A network version would be even better.
  14. Thanks! I've found it. But a first attempt to paste didn't work. I will have another look tonight when I have more time.
  15. Following a suggestion from @alborzka, here is a proof of concept for a Palm Avenue version with wider bike lanes. There are several small issues to fix and I will probably remove planters (or look for smaller ones), but it basically works. This time I have designed the road mesh from scratch, so I made it 24 m wide instead of 32 m. I would also like to make an elevated version, but the road template I used doesn't have one. So I now have two questions: 1. How I can add the elevated version? 2. How do I export the elevated mesh with ModTools from a vanilla road? Maybe I was just too tired last night, but I couldn't find it along with ground segments in the Scene Explorer. All three versions will be used in my upcoming map, for which I have started making another custom asset.
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