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Everything posted by Emperor Li
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Emperor Li's Assets: [RELEASED: Chinese Stone Bridge]
Emperor Li posted a topic in Cities: Skylines Modding - Open Discussion
Hallo everyone! I'm Emperor Li and I've been making assets for CS for some time now. I've actually been following threads here ever since I start modelling and I've learned so many things from here. So I like to say thank you all! I made this central station. It's not exactly the Berlin Central Station. It's more symmetrical (,which make it easier to make). The station has semi-transparent glasses, moving escalators and detail interior. All the platforms are numbered correctly and so are the signs. There are 4 elevated platforms and 3 underground platforms. Everything looks ok so far, but I spotted something wrong with the glasses. It looks like the rendering order is wrong. As you can see in the pictures, at some viewpoint it looks ok... ..but sometime it doesn't. I know the rendering order of rotor shader is reverse and I already separated them into several sub buildings.(the roof tube and the entrance glasses in the front are different sub buildings.) Anyone know how to fix it? Otherwise the station is ready to be released. Any help is most appreciated! Comments to the station are also welcome! -
Emperor Li's Assets: [RELEASED: Chinese Stone Bridge]
Emperor Li replied to Emperor Li's topic in Cities: Skylines Modding - Open Discussion
Finally have some free time for making assets. Many of you might know that my central station has some loading time issue. It also has the problem that if you try to save it in the asset editor, some sub-buildings sometime just disappear. After some trying I found out that those disappearing sub-buildings were made before the parklife DLC. So resave them and re-add them did fix the issue and I was also able to reduce loading time a lot. Just want to say that in case someone has the same problem in the future. But it still take a bit longer to load the game. And @R3V0 told me that the game has problems if a building has many tracks. I deleted every station tracks except the 4 central elevated station tracks and the loading time becomes normal again. I'm going to try to move the station tracks to sub-building as R3V0 suggested. See if that works. .BTW, just a thought, can we make longer station track with road editor? Something like a station track for XL trains. -
Guys, a little helps about ''pedestrian connection surface'' please!
Emperor Li replied to やばい's topic in Cities: Skylines Modding - Open Discussion
those pink paths are from More Network Stuff https://steamcommunity.com/sharedfiles/filedetails/?id=512314255&searchtext=more+network Just in case you don't know: Those pink path's node will automatically snap to road side or train track side when getting close to them. So if you want to make an overpass or underpass to your station with these pink path, make sure to keep a distance more than 4m (I think) to any roads or tracks.- 5 Replies
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Emperor Li's Assets: [RELEASED: Chinese Stone Bridge]
Emperor Li replied to Emperor Li's topic in Cities: Skylines Modding - Open Discussion
trying to finish some of my Chinese buildings which I worked before. Released: Chinese stone bridge https://steamcommunity.com/sharedfiles/filedetails/?id=1510179971 Too bad there is no water reflection -
Emperor Li's Assets: [RELEASED: Chinese Stone Bridge]
Emperor Li replied to Emperor Li's topic in Cities: Skylines Modding - Open Discussion
Despite glitches with the regional trains, (which I don't think could be solved) it's now released: https://steamcommunity.com/sharedfiles/filedetails/?id=1490579641 -
Emperor Li's Assets: [RELEASED: Chinese Stone Bridge]
Emperor Li replied to Emperor Li's topic in Cities: Skylines Modding - Open Discussion
Those projects sound exciting. Looking forward to them. -
Emperor Li's Assets: [RELEASED: Chinese Stone Bridge]
Emperor Li replied to Emperor Li's topic in Cities: Skylines Modding - Open Discussion
@Bad Peanut Yes, those are elevated station tracks from ETST. What was the problem with the sunken tracks? Because this station also has ETST sunken station tracks (168m with spawn point + 40m (I think) without spawn point) and they actually work so far with ASS. But like the elevated one, sunken track longer than 168m doesn't work anymore. @R3V0 Thanks for the verification! All the test I did was conducted with ETST elevated station track, so that's why 25u track only work as terminal station. I haven't tested tracks between 25u and 21u. I assume I will get the same result. I'm going to test my current working 3 sections config (136+168+128m) with regional trains if I have the time. Though the regional train will stop in the middle section, it's still not perfect with XXL trains since one or two wagons will still be outside the platform. But I think I'll have to live with that. (Or I have to extend the platform again) @AmiPolizeiFunk Thanks! I actually want to make the interior more like the real one (the pillars, rounded elevator shaft etc.). But the tris count will be enormous so I have to simplify it. -
Station track not working
Emperor Li replied to Clus's topic in Cities: Skylines Modding - Open Discussion
Well, they actually work. My problem was with ASS. It's sometime tricky to place stops since you have to move cursor to the proper place while pressing "shift". But whether it will still work after uploading I don't know. -
Emperor Li's Assets: [RELEASED: Chinese Stone Bridge]
Emperor Li replied to Emperor Li's topic in Cities: Skylines Modding - Open Discussion
Yes the regional trains, I totally forgot about that. Thank for mentioning. I tested a few things with longer station tracks and 2 sections platform config. Here are what I found out: - 2x216m (my platform is actually 432m long) still doesn't work, even with resetting the spawn points. Like I said before, you could find the stop by pressing "shift", but couldn't place stops nor make a line. - 1x216m doesn't work either. Same problem. - 1x200m works only as terminal station. If you connect the other end with train track, stop can't be placed (picture: second station track from the top). So I assume 2x200m dosen't work either. - Also, any station track longer than 200m doesn't work, not even as terminal station. About the regional trains, I found out that the regional trains will only stop there, where spawn point is. I tested my station with 3 sections config (136+168+128m, which is working properly). Like you said, with spawn point placing at every station tracks, regional trains will stop at any track. Than I remove the spawn points on 136 and 128m tracks, it seems that regional trains will only stop in the middle, the 168m track with spawn point now. Maybe this is a way how to choose regional train stop? You can still place stops on the shorter track without spawn points with ASS. But you have to move the cursor at the end of the track while pressing "shift", not where the spawn points/stops should be. Well that's all the test for now. If you have the time, maybe you could verify it. -
Emperor Li's Assets: [RELEASED: Chinese Stone Bridge]
Emperor Li replied to Emperor Li's topic in Cities: Skylines Modding - Open Discussion
Which mods exactly? "Advanced Stop Selection" and " Spawn Points Fix "? In the meantime I got the station with 3 sections (136+168+128m) platform config working. I also tried the 216m x 2 config, but CS failed to form a train line properly. You could find the stop using ASS, but couldn't place stops nor make a line. Maybe I miss a mod. I'm thinking of using the 3 sections config(, if I can't find a way to make the 2 section working). That way, people who want to use trains with standard length can use the middle 168m track to allow shorter trains stop in the middle of the station and not at the far end. -
Emperor Li's Assets: [RELEASED: Chinese Stone Bridge]
Emperor Li replied to Emperor Li's topic in Cities: Skylines Modding - Open Discussion
They are actually split into 3 sections (136+168+128m). Is it true that the max station track is only 168m, like said in this guide: https://steamcommunity.com/sharedfiles/filedetails/?id=923495498&searchtext=long+train+station For some reason CS has difficulty to correctly find stops now, even with advanced stop selection. It worked fine with the previous shorter version (with station tracks 40+168+48m). Going to fix that later. -
Emperor Li's Assets: [RELEASED: Chinese Stone Bridge]
Emperor Li replied to Emperor Li's topic in Cities: Skylines Modding - Open Discussion
@R3V0 By the way, I extended the elevated platforms in order to accommodate your XL trains. It's now 430 m Still have some issue with the stops and LOD. Going to replace spawn points tomorrow. -
Emperor Li's Assets: [RELEASED: Chinese Stone Bridge]
Emperor Li replied to Emperor Li's topic in Cities: Skylines Modding - Open Discussion
Thanks! -
Emperor Li's Assets: [RELEASED: Chinese Stone Bridge]
Emperor Li replied to Emperor Li's topic in Cities: Skylines Modding - Open Discussion
Thanks for the tips! I thought sub meshes are only for sub buildings if you want them to appear by specific condition. But like you said, it's better to have the glasses and escalator as sub meshes, as you can import them directly. Another question. How can I change the shader of the sub meshes into NoBase and AnimUV? Can I use the script for rotors shader and change "Custom/Vehicles/Vehicle/Rotors" into "Custom/Buildings/Building/NoBase" or "Custom/Buildings/Building/AnimUV" ? Thanks! I'm glad you like it. -
Emperor Li's Assets: [RELEASED: Chinese Stone Bridge]
Emperor Li replied to Emperor Li's topic in Cities: Skylines Modding - Open Discussion
I see! That answers my question. All my sub buildings with rotors shader have the same pivot point. Thanks @Ronyx69 ! -
Emperor Li's Assets: [RELEASED: Chinese Stone Bridge]
Emperor Li replied to Emperor Li's topic in Cities: Skylines Modding - Open Discussion
some more pictures of the station:
