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City-building game(s)

Found 40 results

  1. Hello! So Im in need of a bit of help, I researched a bit and didnt find anything. The problem is the metal texture (top image) looks all stretched in game while on blender looks correct, same with the concrete one, doesnt matter how many times i fit the same concrete texture on the barrier mesh, cause in game it will always look the same. So the Uv map is correct but in game it isnt sometimes (?). Im really lost here
  2. Hello Everyone, I'm currently working on this custom train model for C:S. I am about 70% done with the train itself, but i would like to make a custom cart that is entirely unique to the others, a restaurant/bar cart that has a different shape. But i can't seem to figure out what steps i need to take to add this model in. I'm guessing it has something to do with the sub meshes? Also, are there any specific steps i need to do in blender? As you can see in the last picture attached, the train is fully working but i would like to add this custom cart in. Any Help would be appreciated!
  3. Good day I am glad to be a newbie here. This community has always been a helpful source for my gameplay, so thanks to all. Now I would like to start playing with the Asset Editor... I downloaded "Cargo Train Terminal Template (for assets creators)" by BloodyPenguin (Oh by the way; Nice job on your other stuff, BP!) to see how its done and I would be greatful if you guys would be able to help me with some questions on it: This is what it looks like in Asset Editor: What is it that makes trucks enter at a specific place on the asset? What does an Asset creator have to do on an asset to tell trucks "Enter here" and "Exit there"? I assume the markers are only to tell the trucks where to de-spawn and re-spawn or are they actually indicating entry points on the boundary of the asset? What are those purple lines for? Can they be changed if I require it and how do you change them? Are they in any way created by that train track? How does the asset know that cargo from truck must actually go to or from trains? Do the markers have to be setup in a way that tells the game "OK, take the cargo from the truck at this point and put it on that train there"? Or is there something else that can be coded/programmed by an Asset Creator to achieve it. I have a feeling that some AI is involved here. If so how do I change the actual way that that the AI for this asset works? Can I change AI code in some way or are there preset AI that I can only choose from. On both accounts; How do I do that? What is the big white arrow for? Is it only the side that this asset will have to be next to the road or is there another meaning for it and is it modifiable? This one is a more generic question; I have searched for tutorials or documentation on these types of questions but have been unlucky to not find any. Do you know about such that I can read up on that will tell me the specifics of such questions and give a very detail account of how things are done? As always; thanks for the help. Much appreciated
  4. 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
  5. Hello there awesome people, opening this question in hopes that I did not overlook a similar one. TL;DR: Tried to retexture assets and failed...or made a mistake somewhere along the way. Why? Wanted public Transport to match. To start with, I exported Thomas13TO's Grand Jet Cable Car and - with the help of numerous tutorials - went to work. After some completely failed attempts to import the retextured modle I finally managed to open it in the Asset editor...at least somewhat (this is scaled down to 0.1 in the Asset manager): This mistake could be resolved after I realized that I used wrongly named textures which led to this: Now it's got a texture (in the preview window), but it is on the inside for some reason and not the outside. I cannot say anything about the scale now, since it does not show up at all, when I click continue (see the right picture). After reading through some answered questions and tutorials I still don't quite know what else to do and why it's not working properly. It's working fine in Blender: Here are the parametres I use for the export. They are basically what the tutorial told me to do. Thank you in advance, I appreciate any kind of help I can get and already apologize if I overlooked something rather obvious.
  6. I've tried really hard to figure this out on my own and come up empty, so I'm sorry if it's documented and I missed it x_x Anyway, I'm doing a basic 300% upscale on an already-large building asset in the asset editor. This means that the normal LOD render distance of 1000 meters is way too close and looks pretty silly. I've tried using Mod Tools to change m_minLODdistance to 6000 meters, which seems to work in the asset editor. But every time I save the asset and use it, it reverts back to 1000 meters. Does the game prevent this value from changing? I know I could make it a prop with Adaptive Prop Visibility Distance, or Ultimate Level of Detail, but it's a high-ish tri asset so I would like it to have some LOD. Any help would be great!
  7. Does any one know why my building texture gets illuminated at some point during the night cycle. I am fairly sure I have had this problem before. Just forgot about the solution. I am also sure my illumination map is correct with window colors in the 128-255 range and 192 for neutral/non illuminated parts
  8. Making a custom airport service road, and I need to enable bus stops for use with Vasimr22's service vehicle bus pack. I have all vehicles enabled in the lane properties, and for stop type "bus" isn't listed to I just chose car. Is that correct, or is there another way?
  9. Hi, I am a new modder and I am looking to use Cities as a complete sandbox city designer. I am reading through tutorials and trying to get used to modding. I downloaded this community college model from the workshop and I wanted to change to the texture. So I downloaded the asset via Mod Tools, changed the diffuse map and renamed all the files. But when I try to reload into the game the preview doesn't show my new texture but the old texture reversed as in a mirror Any ideas? Should I just create the asset anyway and it will show up in game with my texture? Thank you for any help
  10. I've been experimenting with adding props to roads( 2 lane and 4 lane) in the Asset Editor. Adding decals to the x64 limit. I've gone through all the efforts to save them, give them names, place them under "Temperate". When I load up the city I can locate the roads I created. Problem is, when I try to put them on the map, what shows up are the base models, none of my graphic modifications in the form of added props show up! I must be doing something wrong here or maybe this just isn't possible. Any ideas?
  11. Hi folks, I have a simple question really. When I go into the asset editor, and I try to modify buildings (add the backyards so the props used in them don't count in the prop limit), I find that every time I change the lot size, the little squares move forward.. so let's say I have a 1x2 lot, change it to 1x4, and what happens is that the building itself stays in the middle, and the squares go to the front. Is there any way to avoid this or to set the lot in a way that the footprint will be what I want it to be, but actually going into the back and not the front?
  12. Hey fellas! Quick question.. let's say I go into the asset editor and modify a building, I save it, and I place it on my city.. Do I still need the original asset from the workshop? or by saving it Im already creating a version of my own which does not require the "base" or "original" asset to work? Thanks!!
  13. Hi all This is my first post on here, so please be kind I have also spoken to Avanya as well, who helped a bit *thank you again*. Is there anyone who can break down (a touch) into how Cities Sky... sees and works markers when looking at cargo train stations? I have googled, researched, asked people, etc, etc, but unfortunately haven't found anyone or thing to say, yes, this is it and this is how you do it. Below is the beginning of what I am trying to create, with main settings showing, and the 'Object reference....' System.Null... error I'm getting about 50% of the time when I do a save. When I insert the markers I am putting 2 Truck Despawn ones in each entry tunnel, and 2 Truck Spawn ones in each exit tunnel, though I'm not sure that I need 2??? I'm using the thought pattern that there will be 2 trucks coming in, 1 on each lane, so 2 Despawn for each entry, and the same thought pattern for the exits. I also put a Spawn Position and Spawn Target on each track (4 tracks) almost on top of each other. You can also see the Cargo pathways clearly marked, again with the thought process, this is where the trucks will enter, drop and pickup cargo, then leave. Also, the markers I am putting in then saving, don't save (neither do the props). When I reopen it the markers are back to where and what they are in the template. (Any ideas???) If anyone can lead me in the right direction it will be much appreciated. Dennis
  14. 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??
  15. I have a performance issue which I suspect might be due to my own custom made roads for the game, made using Blender and the new in-game road editor. First, my system specs: Windows 10 Home i7-8700K 16 GB DDR4 RAM GTX 1080 Ti This system should be able to handle basically anything I throw at it. Yet, the game slows down dramatically when I approach 20 000 inhabitants in the game. I tried removing all mods. I tried reinstalling the game. I tried start a new map without any mods, but still using my custom roads. And the problem persisted. But, as soon I replaced all my custom roads with the standard built-in roads the problem disappeared. I am new to making custom assets, but I would argue that the roads are designed within reasonable specifications. Most of them are with <100 tri with 1024x1024 images for close-ups and 128x128 images for lod. So my question is: Are there any performance hits related to custom roads I should be aware of, and what are the steps I can take to mitigate them? Another question: Many of my roads have an emphasis on bikes, and I can see I have A LOT of bikes around the city. Could the sheer number of bikes affect the performance, even though the city is still relatively small?
  16. Small question about editing roads in the asset editor. I edited the "dirt road" (forgot the exact in-game name) by enabling the paved tickbox, and adding random trees on the sides. This made me a nice little road for suburban neighbourhoods. However, even though the road is paved (both the tickbox, and visually), cars driving on it still leave a dust trail behind, what's the best way to fix it? I would also like to edit the texture of the road to make the centerline yellow (like in the US) but couldn't figure out how.
  17. Hey there, I'm fairly new to Cities and creating content... like a week ago! I made a building and have had plenty of trial and errors I've managed to figure out with all helpful tutorials on here. And just when I thought I was done and ready to upload my first building... the LOD imports in the wrong direction! Its fine in Blender... lines up with the main mesh. So I'm not sure what to do. Any suggestions? Thanks!
  18. After making dozens of assets, I'm still learning about how the illumination function works in-game. I struggle to make good patterns because I have to sit there in the editor and wait for it to change seeds. Could someone make a mod where I can just press a button to get a new illumination stage? I think it would help asset creators massively if they can see dozens of iterations of the night light cycle in a short period of time. I know nothing about modding, so this is a request to you modders out there. Is it possible? I wish the wiki actually published the algorithm instead of "The likelihood of a window to be lit at a given time and its intensity are randomized for values within 128 and 255, the closer the value is to a boundary the more likely it is to be lit and stronger." What does this mean exactly? For example, once it determines the random seed (between 128-255), how big is the range of values that get lit up? Say the seed is 224, will 230 light up? Is the range also random? Does the intensity weaken as we get further away from the base seed? I would love to see the algorithm.
  19. I run the Asset Editor in -noWorkshop mode. I've copied the NexT 2 folder (812125426) into my local mods directory and enabled it ingame, yet I still don't see any of the roads. Is there a trick that I'm missing? Another question: I'm unable to move pink pedestrian paths when I'm in offline mode, even though move-it works for everything else (move-it is installed locally). Somehow I can move them when I'm using steam. Any idea why this would be the case? I want to be able to move them in -noWorkshop mode.
  20. And here I am again. This time I struggle with not appearing metal effects. I used the specular map for the lanterns (80 to 90% brightness). In asset editor the shader works fine. The colours don't show when editing them (used the lounger as template) but at least ingame they do. But not the metal effect. Instead, everthing is super bright and saturated. the example shows the copper version (I think). Its bright orange ingame. I tried the illumination map in black and 192-gray. It has no normal map (yet). the diffuse colour is a grey tone. Theme and LUT are the same in both screenshots. Is this normal behaviour for props? Can I force the metal shader ingame or do I have to work with the "coated" effect? Additional note: I wanted to use the rotors shader as well. Does it work with metal and do you control it with the alpha map?
  21. Hey Everyone! Aside from making a couple interchanges I haven't really explored the asset editor too deeply but it seems I have hit my first roadblock. If I want to make a transport hub that has bus stops, metro stations, and train stations all built in which template would I be using? I tried with an intersection template but when I placed it in the game the buildings all disappeared. I did figure out how to install mods locally so they operate inside the Asset Editor which is super helpful, although it seems some don't cooperate(Surface Painter). With that being said, should I use a transport building template and tweak the values for cost, noise, etc after all the other buildings are added in? I don't want them to be counted as props, but rather their respective class of transport building if that makes sense. If this isn't possible let me know so I can just do the road layouts and save myself some time haha. On a side note if there are any specific mods you would all recommend for asset creation inside the game please let me know, I saw a few on the workshop dedicated to the asset editor although it seemed perhaps a little outside the scope of my work. Thanks!
  22. Hello. This is one of the new shenanigans of the result of unending CS updates. Since last friday, I can't access my subscibed mods anymore. Each time I launch the game, mods are gone. I have to close the game and restart it, in order to get them back, but this time they are all disabled. I activate them, one by one. Then I have to close the game because some mods require restart after activation. Then the cycle resets itself, all mods are gone, I have to close and restart the game to get back as all disabled. This is quite annoying. I check the game integrity and it's fine. Subbing/resubbing is out of the question, since it's not related.
  23. I'm really happy that the Asset Editor got some improvements. Most importantly, it seems to be much more stable now! I can do things now without crashing that would have crashed me 100% of the time previously. I can even use the Asset Editor without unsubbing to my 1000+ assets and 30+ mods. Previously, this was unthinkable. It's still sluggish, but it's actually use-able. In -noWorkshop mode, I can do "New Asset" after importing an asset without crashing, which I could never do previously. We also have some new options in the building stats window, particularly a dropdown list of monument templates (and one called "always unlocked" that doesn't have silly requirements) instead of the binary "use monument template" button that we had previously. And ofc now we can mod citizens. I'm really looking forward to some new folk to populate my world. Is anybody working on any new cims yet? Are there more changes that I haven't noticed?
  24. Hi everybody, I am just experimenting with my first Blender asset. I have no textures at the moment. At first I could import it successfully in the game, but it had some flipped normals and missing faces, which I had to fix. After correcting those issues and removing doubles, I tried to import it again. I can now see my asset in the Asset Editor and it looks correct (including size and orientation). I can appearently save it, but it won't show up in game. Even if I try to load the saved asset again in the Asset Editor, it won't work (it just does nothing). Still I can see it in the content manager. I can even find it with the Find It mod in game, but I get an error as soon as I try to plop it (I think "Object reference not set to an instance of an object"). I am using the "Cinema" template when importing it in the Asset Editor. I am using the --disableMods and --noWorkshop options when working with the Asset Editor. I don't think it is a model problem, otherwise it wouldn't show up even in the Asset Editor... Does anyone have an idea? Thanks! EDIT: I had this issue originally with a quite complex model, but it happens even with the simple model which I attach as fbx. testtorre4.fbx
  25. The Asset Editor is plagued by crashes and it doesn't offer much in terms of debug info when it bombs. I can't count how many hours I have wasted because of the Asset Editor crashing and me not knowing why. At first it was because I had too many mods and assets, so I discovered "-noWorkshop" mode in the Steam launch options One time I had unknowingly resized a texture to something other that a square of 2 - crash city until I discovered the funny dimensions on my texture map Just recently I paid the piper with hours of lost time becase I had too many .crp files in C:\Users\Ami\AppData\Local\Colossal Order\Cities_Skylines\Addons\Assets. This one killed me because I naturally assumed that something was wrong with my .obj file or my textures. Clearing out my folder fixed the problem, but now my Savegame is broken because it looks for many custom assets in that very same location. Furthermore, to be able to actually use the Asset Editor, it is extremely helpful to locally install a handful of your essential mods, like "Move It!", "Find It!", and if you plan to use ANY screenshots from the editor, you better put in "Daylight Classic" or some other eyecandy mod, because the models look like utter crap when you're in there. FYI for any hesitant lurkers, the way you do this is by finding the number of the mod in the steam workshop URL, searching for its numbered folder in your C:\Program Files (x86)\Steam\steamapps\workshop\content\255710 directory, and then copying that folder into your C:\Users\username\AppData\Local\Colossal Order\Cities_Skylines\Addons\Assets folder. So my question to you guys is twofold: 1) Do you (or how would you) deal with the problem of too many .crp's in your Addons folder, since you can't have them for the Editor but need them for your Savegame? 2) What is your Asset Editor setup? Do you use -noWorkshop and if so, which mods do you have installed locally? Are there any tricks to make the Asset Editor a more friendly experience?
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