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hemeac

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About hemeac

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  1. You will need to first dump the asset: https://cslmodding.info/dump/ And then modify the illumination map to be compatible with props (they differ from buildings): https://cslmodding.info/asset/prop/
  2. Was finally in the mood to make a couple of homes from the 1915 Hudson Homes catalog. These have come along much faster than when I started modelling for CS in February and have finally figured out how to get the roof to work out the way I wanted. I had looked at the texture again and had justified the large size as I was going to reuse it for the series, but I look at parts of it that could be substantially optimized, so I'm tempted to redo it and possibly see if I can add a couple of color variants on the tin roof to add a bit more variation. Also redid the carports I made originally by reducing the texture size to 512x64. I am quite disappointed in myself that I used a 1k texture on those the first time. Adding my gazebo entry that I had found a few months back. Still amazed that there was no other gazebo on the workshop.
  3. Ronyx

    @Ronyx69, Imagine it has more to do with the fact that tutorials and guides are a lot of work and not super fun :-). I've run a few workshops on using GIS software and I find that it takes about 8-12 hours of preparation for every hour of workshop. Your videos are short and to the point, but I know from experience that creating short videos takes much more preparation than longer videos. I enjoy the fact that I need to slow your videos down, not speed them up on YouTube. No rush, I have a to-do list that is growing faster than my ability to model and texture.
  4. Ronyx

    @Ronyx69, Looking awesome as always. I'd vote for a tutorial/quick guide on networks as part of your new web resource. I had tried creatinga fence the other day, but couldn't get the mesh to show up, but have to admit haven't tested it extensively.
  5. Finally done. Was running into an error when trying to add props and gave up given that I was only adding a couple. Will have to check that out for next time, but couldn't be bothered.
  6. @R3VO, Why can't the train shader be used as an alternative?
  7. Went through several tests to finally get the pedestrians to the right height. Still need to do some fiddling to get them to walk up the stairs on the side to Platform 2 and of course replace the walkway. @Clus, Thanks for your suggestion on upgrading the pathway and using Move It!. Very Very appreciated.
  8. @Clus, Thanks for the tip, took me a couple of hours to figure out how to get the track to work. Also should have done a bit more planning!
  9. @Clus, Thanks, Just getting it ready now to put together in the asset editor. Hopefully can get the cims to walk up there properly!
  10. Would you be ok uploading a copy with your textures attached? May help to give you better feedback than just from the photos alone.
  11. I like the non seamless texture on the concrete. It gives the illusion that the building was built section by section rather than one giant pour. There's a concrete structure on my to-do list and looking at close up photos, you can see layers of darker and lighter concrete and reminds me of sedimentary rock. Any chance you subscribed to the Fudged Population Enhanced mod?
  12. @FrankSobotka, Your specs are nearly identical to mine except that I have a Geforce 1060 3GB and I've found that I can play on 1440p with no noticeable issues until I hit about 230,000 residents in game, after which vehicles would begin to "hitch" nearby when I made any changes to road or rail network, but I believe that was a CPU bottleneck more than a RAM or GPU. I had been collecting assets and had gotten up to over 6000+ assets before recently culling and it would load up at about 98% of RAM at the start of the game.
  13. With an illumination value of 120, your windows are going to give off a glow that is the same colour of your diffuse map or in this case a grey. I would recommend setting it to 128 or 255, at those values they are generally lit frequently enough to get the desired effect and it eliminates the problem of having it illuminated during the day. As for glow, and I could be wrong here, I feel that props glow a bit better, so maybe try to have the sign as a prop and then add it to your building. With props, the illumination map is different than buildings: 0 = no illumination and 255 = full illumination of the diffuse colour.
  14. @ScreaminAbdabs, That may be a bit borderline depending on the size of the metro, but some may find it high if it is just a 1x1 building. There could maybe be a couple of options if you still wanted an extruded font. 1) Use just a larger M to represent the metro or 2) Create the Metro logo and place it on the building as a prop. That way, your subscribers could make the choice on whether they would want the extra detail for their city. CS doesn't require faces to be connected.
  15. Have the diffuse map mostly settled so I've started texturing and have checked to see how it is looking in the asset editor. Currently at 6900 tris and think that'll increase by about another 900-1000 by the time I am done texturing the building on Platform 1. Will check it tomorrow in game to see how the colors look with different luts, but am really pleased how it is turning out. Decided to add some grunge details to the textures which is a first in my buildings.
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