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vitusweb

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Everything posted by vitusweb

  1. Hi everybody, I have another issue with an asymmetrical road. This time the 3D model is also asymmetrical. The problem should be clear from the attached screenshots. As a first attempt, I have modeled a single node in Blender as shown. As far as I understand, the game uses is "as is" on one side and an inverted version on the other side of the intersection. This leads to the problems shown in the game screenshot. Again, I don't understand the meaning of the single node options in the road editor, so I'm quite stuck. Any ideas? Thanks!
  2. 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!
  3. Hi everybody, as I am starting to experimenting with asset creation (I am using Blender), I start this topic to share projects and problems. My first big issue is about underground textures. I have read some old posts about this topic, but I am still unsure I can apply them in my case. I am trying to get something like in the attached figure (side view). The building should "come out" of the sloped terrain. I can already get this effect easily by using one of the standard building templates, but of course textures aren't applied below the road level. If I use the "Japanese Garden" template as I read in some posts, I just get a mess, because the building becomes terrain conforming and the "underground" part does not show up at all (I have tried with the "Flatten Terrain" flag both on and off). Can anyone suggest a solution or a working asset of this kind which I might reverse engineer? I guess ModTools will be required, but I am new to it. Thank you very much! By the way, is it allowed to share also maps in this section or is it reserved to mods and assets?
  4. 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.
  5. I made a first test, it doesn't look good. The semitransparent parts look somehow fake. rotors.avi
  6. Interesting idea, but I'm not sure if I have understood correctly. Do you mean putting the animated part under a semitransparent part?
  7. 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.
  8. 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?
  9. 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!
  10. 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.
  11. 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...
  12. 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?
  13. 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.)
  14. 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?
  15. Lost Gecko's projects

    The Monaco balustrade is very nice, I was really missing it! A network version would be even better.
  16. 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.
  17. 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.
  18. Although I could not solve the issue explained here, I have found at least a workaround, so I could release the one-way version of my Palm Avenue!
  19. Just released my Palm Avenue (two-way version). A one-way version is WIP. Both versions will be used in my next map. Credits to MrMaison for his amazing palm tree, and of course to the makers of the other props I used. EDIT: This is my first attempt at road editing, any feedback is welcome!
  20. Unfortunately I have no progress on this issue. I think I will release my roads without custom segments for bus stops for the time being.
  21. Released another asset for my "Trulli" collection. My road project is postponed to next week or later, since I'm still struggling with textures and I've started another asset in the meantime.
  22. Mod request: Reset Camera

    That's a good question! Maybe just implement both possibilities, as many real world maps have been created with a 180 degrees rotation to account for this (I usually do for my maps, but I may have forgotten once).
  23. UPDATE: After setting "Forward Forbidden" to "Invert" , the texture problem now only occurs if I place a bus stop on one side of the road (which would be the "right" side in my previous example). It's fine instead if the stop is only on the left side, or on both sides. Does anyone have a clue about the meaning of the flags StopLeft, StopLeft2, StopRight, StopRight2? How should they be interpreted in combination with "Forward" and "Backward"? Is there a way to test bus stops in the asset editor? You know, it's quite frustrating having to restart the game each time.
  24. I've just done a quick trial with the test road, and setting "Forward Forbidden" to "Invert" seems to work! It actually flips the texture on the other axis instead of rotating it, which should be fine as long as there is no text in the texture. Thanks!
  25. Here comes the next problem... I've started working with the road editor for a road asset which I need for my next map. It is an asymmetrical road based on the mesh of the vanilla 4 lane road with bicycle lanes. The problem is that my texture is randomly rotated by 180° on some segments after curves and intersections (see attached screenshots for a toy example). Note that only the texture is rotated, not the actual road direction. I tried to reverse-engineer some asymmetrical roads, but I couldn't understand what's wrong with my setup so far. Any idea?
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