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Shannanigan O'Crabby

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Everything posted by Shannanigan O'Crabby

  1. This is great... its so tough to search for info on these forums when you don't really know exactly what you are looking for and the Paradox Wiki is a nightmare. Having a "hub" of straight forward information is much appreciated!
  2. Hello there... I'm new to the world of Cities: Skylines. My brother told me about it on Christmas... I bought it the next day and now I'm making "stuff"! I'm going back to school for Mechanical Design (after 15 years as a footwear designer, drawing everything "by hand"), learning Solidworks, Creo and AutoCAD in school, and teaching myself 3D Max and Blender. This is a great outlet to practice everything with a purpose, rather than randomly building things. I'm really into 1950s & 60s kitschy Mid-Century Americana. So thats pretty much the style all my assets will be... bright colors and funky shapes... the cheesier the better! I'm going to use this post to share my creations. I'm still figuring out some of the back end info for creating assets... but eventually I'll start posting to the Steam Workshop. First up... a couple props! I love big, obnoxious signs! Expect a lot of those... Lol!
  3. Shannanigan: WIPs & Stuff

    Yeah for sure! I'm just waiting until the DLC comes out, I want to see if they made any changes that might effect the way the lights work (they were added with coding... so who knows!) P.S. I LOVE Carnivale... I was so mad how they ended it after only 2 seasons... and on a dang cliffhanger!!
  4. Shannanigan: WIPs & Stuff

    Yeah... still on the Halloween stuff. LOL! I realized I could make "glowing eyes" in the windows using the illumination texture. So by day its black... but at night the eyes cycle on with the rest of the house lights.
  5. Shannanigan: WIPs & Stuff

    But now with Parklife... I'm distracted again. I've been getting ready, making some Sideshow Fairway props. I really can't wait for Parklife... so excited!
  6. Shannanigan: WIPs & Stuff

    So I've gone totally off the rails lately.... abandoning the 1950s for a while and been making spooky stuff. Gonna create a Halloweentown... see how far I can get. Who doesn't want to live in a nice little Crypt? Lol!
  7. Cities Skylines: Parklife

    Yeah I have no interest in a sequel unless it can use all the same assets I've collected (and made!!). Seems like it can be fixed along the way rather than need a total reboot.
  8. Cities Skylines: Parklife

    I'm so excited about this!! EDIT: I wish they were a bit more clear what is included in the "Plus" pack. I'm wondering if its just the radio stations... in which case I'm gonna skip it. I play with the sound off. Lol! EDIT AGAIN: Nevermind, its more clear on the Paradox website than on Steam. Looks like it is just radio stations.
  9. CS logo competition

    Congrats!! I've always wanted to go to Stockholm... hope you get some "touristing" in outside of the Convention.
  10. Is there a way to do this on buildings without making them a prop? I have a couple of houses where I want to use the diffuse texture for the window glow color, but like props its "on" all the time.
  11. How to add lights to a prop?

    Thanks! I got it figured out... and now I have way too many lamps. I gotta fiddle with the glow placement... but this is awesome. Thanks to everybody who knows how to do this coding business and sharing it with us mere mortals.
  12. How to add lights to a prop?

    Not always... I did search a few times I find that if I don't use exact terminology when searching info on this game I get nothing. I don't ask questions before googling first... but thanks for the help!
  13. How to add lights to a prop?

    Yeah I just missed pasting it. But I figured it out... I was somehow missing the direction info in the "Propeffect1" line of code. DUR! But I still don't know how to start the game in -noworkshop mode... I'm still too Noob I guess. LOL!
  14. How to add lights to a prop?

    I decided to wade into custom light creation... following the main script (aside from removing the second variation, changing the numeric values). The location works fine but the direction has gone literally sideways! I checked the pre-fab setting for my light in Modtools, for some reason its not saving the direction info from the script. Its setting everything to 0. Any idea why that might be happening? Here is my script... When I put the center distance position on the right, it doesn't line up with the original location of the street light glow. I was worried that the light would be backward on the street if I turned my mesh direction in Blender, so I used the "Medium Street Light" as a reference. Maybe thats where I'm going wrong? var lightEffect1 = EffectCollection.FindEffect("Street Light Medium Road") as LightEffect; var pos1 = new Vector3(3.4f,10.5f,0f); var dir1 = new Vector3(0f,-1f,0f); var propEffect1 = new PropInfo.Effect {m_effect = lightEffect1, m_position = pos1 }; Full disclosure ... I am not using a local version of ModTools, its the one attached to the Workshop. I tried... but when I created a copy and put it in the my local "Mod" asset folder... its not showing up in the content manager. I'm assuming there is a step missing from the process that I don't know... *shrug*
  15. Hey gang, Is there a super secret way to control how high the scaffolding animation goes on growable buildings? I searched around but couldn't find any info. I have these low roof houses... yet the construction goes up 6-7 levels. Its kind of ridiculous. I thought the Floor numbers in the Asset Editor properties might do it but it doesn't seem to make a difference. Or I'm doing it wrong... which is a strong possibility as that floor height numbers business makes no sense to me. I assumed 1 = 1 meter so my houses are approx. 4 high. But I'm still getting massive scaffolding animation.
  16. Scaffodling Animation... Too darn high!

    Thanks guys... I'll play round with this on my next building.
  17. Shannanigan: WIPs & Stuff

    I'm taking a break from 1950's Suburbia to make a building for my "Luau" Tiki Sign. Yes I realize that is a bit backwards...
  18. Scaffodling Animation... Too darn high!

    Any idea how I would figure that out? I do import from a parametric program (I hate modeling from shapes... I like to draw!). It comes in big and then I resize, but I have been hitting the "Alt-A" to set rotation and scale. So now I'm wondering if that initial imported size is still in the file somewhere.
  19. Shannanigan: WIPs & Stuff

    Thanks! Yeah the windows are too bare on the Mighty Cone. I thought about adding some stickers and such like the real one... but I didn't end up doing it. I might update it eventually...
  20. Shannanigan: WIPs & Stuff

    Finally got a new house done and added a couple of new props. Summer is coming... eventually... so its swimming pools and BBQs. http://steamcommunity.com/sharedfiles/filedetails/?id=1330056755
  21. Network Extensions Project

    Theres a mod for pretty much everything isn't there?
  22. Network Extensions Project

    I finally subbed to this the other day... I can't believe all the roads in there I didn't know I needed! I can't imagine not using this now... One thing though... and maybe it has already been addressed, but having versions the alley roads without growable zones would be nice. I noticed the current ones add zoning which isn't usually the case for alleys, since they are more likely to give rear entrance to buildings on "proper" streets.
  23. Hey there, So I've got a brand spanking new glitch happening the past couple days when I import FBX meshes into the Asset Manager... and I can't figure out how to fix it. For some reason when I import an FBX file, some of the faces are incorrectly UV mapped... but in Blender they look fine. I've tried redoing the UV maps on the bad faces, messing with normals... nothing works. I've done everything the same way as I always do... I haven't changed anything on my computer or added any new Mods since the last time put a mesh through the Asset Editor. Its happening on all the 3 houses I've been working on this week... not just this one. This is just the worst of the bunch. Blender did put out an update since the last time I tried exporting (It was on Tuesday I think)... and I hadn't updated it when this started happening. I updated Blender yesterday hoping that might be the problem but its still happening. Any suggestions on what the freakin' heck is going on??
  24. Any Blender Experts in here? UV map issue

    Thanks for the feedback and looking into it for me! That is sort of what I suspected was happening. It dawned on me as I was trying to go to sleep the other night. (Dammit... get out of my head Cities!! Lol!) The parts that are ok have vertices slightly below ground level (just enough so it doesn't cause "the ruining") but they also have a base layer of faces below that to compensate for when I use the "No Base" shader. The wonky bits were pulled really long below the ground level... no separate base under them. I think I'm going to skip the "No Base" shader going forward unless I really need it (because of the disappearing snow). I'm conceding defeat there... but "the ruining" around everything is horrible and I refuse to let it win!
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