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City-building game(s)

Found 29 results

  1. 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!!
  2. 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
  3. 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??
  4. 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?
  5. 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.
  6. 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!
  7. 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.
  8. 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.
  9. 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?
  10. 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!
  11. 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.
  12. 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?
  13. 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
  14. 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?
  15. Yesterday I was importing my Volvo police car with new skin, in same way as I always did for all my cars (with --noWorkshop), but this time I ran into problems. There is nothing shown in Asset import view, even default cars are not shown! And it happens only if I choose to import as Vehicle, everything works fine if I choose importing as Building. You can see that in the pictures. Also there is a custom fbx left of my Mercedes-Benz German taxi, as some of you may know, it is already released some time ago and works fine, but currently it also does not show up in Asset Editor preview window. Empty preview window, import is chosen as Vehicle (default is a sedan car): Everything is fine here when import is chosen as Building (default is apolice station). MB also works fine. I did all the imports with --noWorkshop and there were no custom Assets nor Mods enabled (from AppData folder) Any help?
  16. Right now I'm working on redoing all the custom assets I lost in my hard drive failure. I had a big collection of vanilla assets I customized, and now I'm doing them again. I need to use Mod Tools to access some hidden props for a few of them, but I can't get it to open in the asset editor. I've tried CTRL+Q and CTRL+E, but neither works. What am I doing wrong? Or is this mod broken from the latest update?
  17. Since the new Update the Asset Editor isn't working properly anymore. When I want to import a Vehicle it isnt shown in the preview and when imported it isnt shown either, the screen is just blue. But when zoomed out to a certain level the grass shows again, but not the vehicle. I'm sure it hasn't got anything to do with the asset since its a template. I also tried disabling all my mods but that didn't change anything. HERES WHAT IT LOOKS LIKE Has anyone got a clue why this could be and how to fix it?
  18. Somehow, asset editor doesn't work anymore, I can't add any trailers to my train, any ideas ? Do you have the same trouble ?
  19. Okay so, long story short, I'm starting a futuristic conversion for Cities Skylines. Think Anno 2205 but without all the micromanagement Creating the models and textures aren't really an issue anymore (other than the time it takes)... But before I start, many of my concepts involve visible "underground" or "below ground level" portions of the asset. Any idea how the asset editor handles these? Similar to this: See how the center part is "underground"? If it's not possible then I need to modify my concepts. Just curious if anyone knew.
  20. How do you guys open the asset editor? Up until now I have used a different steam account to open it, so I have far less mods and assets enabled or else it crashes or super laggy. When I disabled mods on one account it would disable some on the other, which was OK . Now it seems to be disabling random assets instead. Do you guys have multiple accounts or is there an easier way to do this?
  21. So this issue has been recurring for me ever since launch. In summary, the asset editor will flawlessly load any template but then crash as soon as you select a (new or old) model. For reference, here's a post on Reddit discussing the same issue. I have gone as far as reinstalling the game, cleaning up the import folder, resetting the gamestate file and running the game without any mods. The crashes will still occur. What's strange to me is any of the models I select have either already been imported before, or will eventually load after three of four attempts, then fail again later on. I think this problem has been discussed before but since we are so far beyond launch I was wondering if any of you have experience with (solving) this issue.
  22. Hi, at 10.07 in the park section this guy has alot of other item that he can put where he wants. How can I do the same? Thx for your help guys
  23. I was wondering if there was an 'exact' way to select the colours in the asset editor for colour variations (inputting an RGB or hex code perhaps?)? I'd like to make a couple variations of an asset, but use the same colour variations. In my asset editor currently there's just the palette - I don't see any method of inputting certain values, or finding out exactly what colour I have selected. Also, is there a way to force the asset editor to display the colour variations currently? When I import a new asset the colour variations do not display, but when I load one it shows one of the colours. I'd like to see all of the colour variations in the asset editor by toggling through each one to make sure the colour I've selected appears the way I want it to on the asset before saving. Is this possible?
  24. Hi I've been trying to import a model from blender into Cities:Skylines using my model in an fbx format. However, when I open my building in the asset editor, I ran into several problems. These were: 1. I had this error pop-up: GetColors(): format not supported [System.NotImplementedException] Details: No details System.NotImplementedException: GetColors(): format not supported at (wrapper managed-to-native) ColossalFramework.Importers.Image:GetColors (int,int) at ColossalFramework.Importers.Image.GetColors () [0x00000] in <filename unknown>:0 at AssetImporterTextureLoader.BuildTexture (ColossalFramework.Importers.Image[] sources, ResultType type, Int32 width, Int32 height, Boolean nullAllowed) [0x00000] in <filename unknown>:0 at AssetImporterTextureLoader+<LoadTextures>c__AnonStoreyBF.<>m__30 () [0x00000] in <filename unknown>:0 2. After dismissing the error, the preview window only shows the bottom of my building, with no textures 3. After trying to continue anyways, the same bottom part of my building loads into the asset editor humongously large, still with no texture. I'm not sure what I'm doing wrong and I can't find any similar problems anywhere. Anyone knows how to fix this? Thanks in advance. PS: I'm very new to modding so I might just be doing some silly mistake, pls don't judge EDIT: I changed the texture from PNG to JPG and it "sort of" loads in. All other problems still remain unsolved.
  25. First of all, yes I know about using nlight's ModTools to change m_placementMode to OnGround to get parks that do not have to be placed on roads. The problem I am having is that these parks still display the missing road connections warning (which is an eyesore) and also cannot get police coverage as shown in the screenshot below. I haven't seen any building properties that allow you to disable this (although if anyone knows a simple way of doing so please let me know). As far as I can tell, crime rate in the game seems to be based on a counter tied to the number of visitors a building receives. When this reaches a certain number a police car is summoned. I believe health care and hearses also work similarly. The mod I am proposing would therefore do the following: Not display the missing road connection icon for parks if (m_placementMode == OnGround) Automatically fix crime, health, or dead body problems for these parks. Allowing services to use pedestrian paths would be even better, but would probably require rewriting the service AI. (I know Traffic++ zonable pedestrian paths can do this but I hate using them). Add a button in the Park Asset Editor that lets you set the value of m_placementMode. This would just be for convenience and make this option more accessible to the casual player who doesn't want to mess around with the ModTools UI. I couldn't find any mods that currently offer this functionality, but if anyone knows of one let me know - it would save me a lot of work writing one myself. Looking at the modding API though, it doesn't look like any of what I am proposing would be too difficult. Although I haven't made any scripting mods for CS before, I am familiar with coding in C# and the Unity Engine. I figure this could be a good first project for me to start learning the modding API.

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