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Showing results for tags 'asset creation'.
Found 14 results
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A few questions about monorail
Aubergine posted a topic in Cities: Skylines Modding - Open Discussion
Hi. Hope you don't think I am taking advantage by posting here. I have tried to figure this out myself and gotten pretty far on my first asset but I have a few issues I hope you can help me with. First is the ugly monorail texture. How can I remove it? The overlay that looks like someone took a cheesegrater to it. I want mine to look brand new. I have all my textures loaded, alpha difuse, specular, and normal but the default monorail seems to go over it. How do I make windows? I need them to glow at night and be shiny black during the day. How do I make glowing parts for the additive shader? Is this too advanced? I hope someone can help me with some of this -
Looking for someone to make me an asset
BOSS posted a topic in Cities: Skylines Modding - Open Discussion
Hi so I am building a futuristic city and I need a parking garage that is 240M x 240M x 250M LxWxH so it will be 5 meters per floor I hope someone can help me -
Building Design Methodology: Using Lidar Imagery and GIS?
MekkA posted a topic in Cities: Skylines Modding - Open Discussion
I am completely newb to 3D software and asset creation but am starting to fall into the deep rabbit hole of learning. Given the accuracy I'm sure most creators adhere to for matching their assets to the real structure, I was wondering if anyone here has utilized this path to extracting building data? As I work for a major municipality using GIS daily, we recently released a major set of satellite imagery and some googling showed me that extracting accurate building footprints and 3D dimensions is a huge benefit of LIDAR. If someone has gone this route for their building designs, what methodology could be used to then migrate that data into a usable base for 3D modeling software? Thinking about this also makes me generally wonder: If this is not a common method in getting accurate data for a future building asset, what are some of the more common ways in which creators ensure their designs are in fact "accurate?" Thanks everyone!-
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Hey gang! I've been on the hunt for more details on how the lot size for growables and the yard area work. From cslmodding.info: How does this "optional yard area" work? I have noticed the area being represented by the blue tiles in the model preview in Asset Editor, and seen it "in action" when some props I had placed on a building didn't appear in-game. I understand that the game uses it as a form of generating building variations by omitting/adding that area when a growable spawns. I'm also aware that you can shift this area to the front of the building with the "Expand Front Yard" flag in Asset Editor. What I'd like to know is, when spawning/growing a building, how does the game decide whether to include that area or not? Am I correct in assuming that it would (for example) fill a 4x3 zoned area with a 4x4 building by removing the yard? Does this also mean that I can "force" the game to grow only lots with full depth if my zoning is always exactly 4 cells deep? I know "Everyone™" just plops their growables these days, but I'd really like to know more about how the zoning mechanics affect custom asset use. Thanks! <3
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Building asset creation tool
PaulJChris posted a topic in Cities: Skylines Modding - Open Discussion
For a while now, whenever i get the urge to create some buildings for City skylines , I usually start with enthusiasm and then wane when I remember how much work each one takes. I have been furloughed from work so have some free time. I wanted to create a tool that can help to create building assets more quickly , deal with the texture /UV process more intuitively and allow the quick creation of wealth level variants for the same building running of the same texture map, or quickly create variations of the same building to fill all the 12 different lot size permutations also while running from the same texture map. Previously using 3DSmax to model I have been learning Houdini to try to apply its considerable workflow optimizations from working procedurally to City Skylines asset building creation. So far I have a working beta tool that will: 1/ Allow you to draw any desired size or shaped building footprint 2/ Set the number of floors and height of each floor 3/ Divide each segment of wall for each floor into as many or few modules as required 4/ Automatically create a realistic pitched roof model for any size of building or switch to a flat roof At the moment this allows you to quickly create an un-textured 3d building model and export it in OBJ format as well as quickly creating variations. Due to the procedural nature of Houdini , any of these steps can be changed throughout the process, so if you say go back to step one and change the shape of the building , all the rest of the following steps will change immediately to reflect your changes. The further development will be to: 1/ Add an interface to allow the user to import custom sub meshes copying them to each coloured segment preserving their uvs and texture if provided. Each segment of the same colour is the same size and will have exactly packed UVs. You will either be able to provide sub modules that precisely fit the footprint you have drawn or the tool will dynamically re-scale your modules to fit the template you have produced. Think mix and match from difference building models, take the door module from one building ,add a window module from another etc . I have lots of old models that could be broken up into submodels and quickly turned into something new with this. 2/ auto Fuse duplicated points to optimize for low poly demands of Skylines 2/ Auto resolve the UV packing of all the supplied modules and allow the user control over the UV size weighting to the results can be seen in real time. The user can then judge the texel density (texture quality)/ detail trade off much more quickly. Houdini absolutely excels at this because of its procedural nature. Anyone interested in testing this early beta to provide some feedback and influence the ongoing development , especially any asset creators out there please let me know here in this thread and I will send you the Houdini file to test. You do not need to be an expert in Houdini to load this tool and play around with a few sliders. Houdini apprentice edition is a free download from SideFX website :https://www.sidefx.com/buy/#houdini0 Once installed you will need to add the game dev LABS toolset from within the application which this tool makes use of , short step by step video on how exactly how to do this here :-
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Help with line networks name system
Piscos posted a topic in Cities: Skylines Modding - Open Discussion
Hi there! I'm finishing a whole set of line networks and I need some help with the name system. Initially it was going to be 3 or 4 assets but I'm currently sitting at about 50 !! So I want to create a decent name system that it's easy to search for and flexible enough to add new networks later (in the same pack or a new one). Main categories There are 3 main categories: Solid Dashed Dotted Are these names clear enough? I thought about using "broken" instead of dashed, but I wanted the lines to be a bit more general purpose (even if they're will be 99% used in roads). Types For each category, I devised several types, which I'm naming A,B,C,D,E, ... There is no correlation between types in different categories. Some examples: Size variations For each type, I'm creating a few different sizes, which I'm naming 1, 2, 3, 4, 5, 6 ... Some types can have just 1 size and others can have 4 or 5. Some examples: Terrain variations At this point, I noticed that it's impossible (or at least I haven't found a way) to have fence networks that can be elevated and that are terrain conforming at the same time. So I decided to have 2 versions of each networks: Regular: the one that can be elevated (perfect to use on sunken roads that are flat). No suffix at the end. Terrain conforming: can be used on slopes but can't be sunked. TC suffix at the end. Is there a better way to call them? Conclusion Putting categories, types, size and terrain together... at the moment my networks are named like this: Line : Solid A1 Line : Solid A1 TC Line : Solid A2 Line : Solid A2 TC Line : Dashed A1 Line : Dashed A1 TC Line : Dotted A1 Line : Dotted A1 TC etc etc And the icons look like this: Do you think the name system and the icons are clear enough? Any other suggestions? And what about color variations? In case you were wondering if I was planning to do color variations like yellow... I'm not. I'm making all the networks colorizable with Network Skins 2 ! Sorry for the help pos! any help or suggestion is deeply appreciated !- 2 Replies
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- cities skylines
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What would a color variations map look like on this asset?
kwetzel345 posted a topic in Cities: Skylines Modding - Open Discussion
Hello all, So a while back KingLeno made this set of brick addon pieces and while they where great, they did have quite a bit of limitations. For one, they were slope conforming, meaning that being able to move them up or down was not possible, also being that so, they were not re-scaleable with PO. Now I have fixed those issue's, but would like to make them re-clourable as well. I have changed the color map to reflect this(or so I thought,first image is colormap) , but upon reclouring, the whole asset changes to that color. How would I make it so the color map on the asset only changes color to the stucco texture and not the stone topper texture as well. -
Need help on finding sub building in mod tools for this asset
kwetzel345 posted a topic in Cities: Skylines Modding - Open Discussion
Hello all, So yeah, back again with this asset and trying to figure out how to update it. Since the last time, I was able to get the inversed/reversed textures sorted out, and I was able to extract one of the sub buildings, but can't for the life of me find the other. So as simple this may sound, can someone go into mod tools with this asset and find the other sub building for me. I've been looking for a while now, on and off, and just cant find it. Maybe someone can and just tell me where it is. I am assuming the other sub building has the asset tag UC_Part 2 as the other sub building has the tag UC_Part 1. I tried with quick filter and it has come up with nothing. Hopefully somone can help. That would be great! btw, the asset is the united center by Tomas13TO-
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SOLVED: One side of flat object invisible
hadece posted a topic in Cities: Skylines Modding - Open Discussion
Summary: I'm looking for a way to make both sides of a flat object visible ingame. (Sorry in advance if this is described somewhere already, I searched the forums but did not find a solution.) I'm building an water lily asset made out of flat planes for decent performance. While it looks fine in blender, as soon as I import it into the cities skylines asset editor, one side of my planes is invisible. Some people mentioned this problem already in the past so my question is: Has someone come up with a solution to make both sides of a plane visible without duplicating it? Help would be very much appreciated <3- 2 Replies
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Acca's Inventions.. for Science!
accapulco posted a topic in Cities: Skylines Modding - Open Discussion
Hello everyone, thought I'd start a thread on my own so I can get some feedback and tips from the community. I've never used PS or modelling programs before so it's been a rough week but I'm enjoying it very much. I settled on Sketchup for modelling and 3ds Max for textures. Maybe some of you will hate that but SU is just too comfortable, fun and easy to use compared to the other stuff I tried although it does have several flaws, but I won't get into those. I got a lot of help from Ronyx69 so a big thanks to him first most. I've written everything down and am now able to produce assets, slowly mind you but something that works does come out in the end (can't make any promises about it's beauty but you gotta love your children ) I can start to experiment and learn about more functions and other methods if you recommend them so I'll be posting things here as I make them to get your feedback. Hopefully with your help I can become better and maybe start making some things that are worth publishing. If you also model in sketchup your knowledge and tips and triply worthy so please bestow upon me thy knowledge I've put a stop to Columbine, it's gone forever but it has taught me a lot about what I like and want to do and it's just not that. I thought the workshop could use some more rural and low/mid density buildings so I set out on this path with that in mind but everything isn't set in stone. I have an interest in making some Balkan and Mediterranean assets as I felt that most European buildings on the workshop are very German, big dark buildings which you don't really see that much along the Mediterranean. I wanted to make some buildings that represent those found around Albania, Bosnia, Greece, Bulgaria, Turkey and maybe I could go into North Africa & Spain later. I'm starting to make some small rural buildings but hopefully will get into 4-5 story apartments and more unique buildings like mosques, churches and bridges in the future but I'm not even going to think about those until I have 20 assets or so made and finalized. So that's just my vision, it may or may not go that far and all depends on how things go as I'm still a total noob. Here's the first building I made. It's a.. thing to learn how to model and texture. It's technically the second but we don't talk about "Project Alpha" 200 tris 512x256 tex And here's the second one 452 tris, 512x512 tex, added color variations on the stucco wall. I'm just experimenting with different things to see how they go and how necessary each detail is. I think I need to get better at textures for now I'm just using them as is with minor changes for objects such as stamping to remove things and outlining parts, very simple stuff. A "stylized while still realistic" theme may fit better than just using these textures outright and I hope I can make something like that in the future. It would also make things a bit more crisp, I feel these might lose detail as they get bigger. I think I will try to make one with windows on the texture as I'm losing tris for nothing for these. It's probably fine for small things but I need to know how to do it when I make bigger stuff. That will be after a while though since I modeled a couple more already.- 60 Replies
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Exurb's Main Street Americana Collection | Custom LOD Creation Guide Released
Exurbanite posted a topic in Cities: Skylines Modding - Open Discussion
Hey all, this is my first time posting on the C:S forum. Being an architecture student and urban design enthusiast, I have come to love this game and the fruits of its massive modding community. I've decided to dive into asset creation myself a couple weeks ago by learning Blender and model importation into C:S with the ultimate goal of creating a collection of "Main Street"-style American storefront assets. After a frustrating week and a half, I successfully uploaded a test model with a diffuse texture a couple days ago into the asset editor. Following tutorials on YouTube and elsewhere, I created a diffuse map via baking, but as you all can see (and I have later found out) this method should only be used for making LODs as the quality in game is pretty bad. Ideally, the model should be textured like this. Right now I'm kind of at a loss of what to do next in order to create an acceptable texture map for my first building. My question is how would I make a quality textured UV map in Blender that can be exported directly into the game? Another way to phrase this question is what is the procedure for creating finished UV maps such as these from the author Avanya? Or am I forced to export the UV layouts to gimp/photoshop and texture them there? I know there are many skilled authors with knowledge of Blender modeling and texturing that frequent here, so I ask if at least one could guide me through this rough patch; it would be massively appreciated. Here's a pic of my model's untextured uv map in Blender. What should be my next move? Thanks in advance, If I can figure out how to remedy this issue I look forward to contributing to the C:S community.- 127 Replies
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Creating templates from vanilla assets
Giovanni E posted a topic in Cities: Skylines Modding - Open Discussion
So, i'm wondering how you can create templates that adopt all the charesterictics of the vanilla building in question. what im specifically looking for is templates from buildings that normally cant be accessed in the asset editor. i know it is possible because Bloody penguin and some other modder which i cant recall made templates from the otherwise inaccessible cargo hub, cargo harbor, and cargo station buildings -
Idea for a MOD for asset creation
Giovanni E posted a topic in Cities: Skylines Modding - Open Discussion
Alright, so i came up with this idea because i create a lot of vehicle mods, and because i love to spice up my cities with props. Basically i want this mod to do one thing: automatically generate a prop from a vehicle i make in the asset editor, and that the generated prop adopts the same positioning, and scale from the vehicle model. This way you can make props from vehicle models without having to go through the tedious process of loading up the prop editor and rescale and position the model all over again. would it be possible to create such a mod/tool ? does the current knowledge alow for such tools to be made -
American Small Town: Welcome Home!
Simulanten posted a topic in Cities: Skylines Modding - Open Discussion
After using all those gorgeous assets in my cities for almost a year now I'm tempted to enter the asset fabrication world. Background for this is the serious lack of roadside motels in the workshop. I really miss them for my Red Rock environment. Now - I started to read tutorials, MrMaison's list of software and more - but my problem to simply start is the following: I use AutoCad and PhotoShop professionally. I'm quick and skilled with those programs. So it would be easiest to model in AutoCad, producing a .dwg or .dxf and export it to blender or similar to work on the polygons and texturing. Is anybody out there who has experience with this kind of transformation? My first attempt of a (hopefully) series of motels would be something like this: Let's see how far we get with this project...- 99 Replies
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