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City-building game(s)

Found 88 results

  1. Hey, everyone. I've got a shader question I'm hoping someone might be able to help me with. Can anyone tell me about how to use a double-sided shader for a new building/prop I'm working on? I've used the shader switch script and tried all the building shaders from Ronyx's list without any luck. I've heard someone mention double-sided shaders somewhere on here, but I can't seem to dig up any information. This is for a new a new shipyard crane that I'm working in, and I'm making my first foray into doing a lattice structure for the boom. To minimize triangles, I've modeled the boom's structure members as flat surfaces instead of closed tubes (each member is two surfaces placed perpendicular like an L, so no viewing angle sees it edge on only). This means that invisible back faces make half the boom disappear. I'd rather not have to model it as closed, if I can help it. The boom is already the majority of the triangles for the model (566 out of 4411 total) and I don't want to make the situation worse. Images below, just quick renders out of Maya without any texture. Thanks in advance! -K
  2. Hi Simmies, I've found that tiny diffuse textures bug out the editor. I have a prop where I really only need 3 pixels (white, shiny black and matte black) of texture map info. I made a 8x8 .png diffuse texture, and although it worked perfectly in blender, it bugged out once the asset editor got a hold of it: Vaguely remembering that I've had this problem before, I simply upped the size of my .png's to 32x32 and voila, it worked perfectly. Why do tiny textures bug out and what is the minimum diffuse texture size in pixels?
  3. Two different authors have had their assets break in the last 24h after trying to update them. I wonder if CO changed something? broken satellite dish prop: https://steamcommunity.com/sharedfiles/filedetails/?id=904028991 broken ferry: http://steamcommunity.com/sharedfiles/filedetails/?id=1111278454 In the main menu when I went to "ASSETS", modtools spat out an Image Error. And C:S showed wrong thumbnails for those assets. anybody know what may be going on?
  4. Is there a way to reset our assets collections? Now that I'm somewhat familiar with how to play this game. I would like to start a new city with the option to be more selective with my subscriptions. I currently have about 1300 assets, all of which are not showing up. Many cannot be found. Please help. Thnx
  5. hi there, i am still missing some quays that support my piers (lower deck) so i started to model a serie. I took the quays @ barcelona as example .. there is a part with stairs - a full block - start and end parts. I will add a 45° and a 90° part too. But my question is .. can i add pathways for citizens? i want that the animated People from CS use this instead to be "empty&dead". If possible i will update my piers too. so thats what i have @themoment: as always .. thank you for your help and suggestion btw. have a nice weekend
  6. I've been having a problem with certain assets, particularly those by a creator named Kookess. Basically, the problem was that all but one of his assets would not show up in my game, even through Find-It. I've communicated with him a little in the comments about the issue, but I've just discovered something new. I had the asset editor open, and his assets do show up on there. So I made a copy of one, then shut down the editor and went to my asset list to disable the original so I wouldn't have duplicates. That's when I discovered that all his assets are disabled by default, and the ON/OFF button is blacked out and can't be interacted with, so I can't turn them on even if I try. Has anyone else had this, and if so, is there a way to fix it? Does anyone know what causes this to happen?
  7. Found this mod on Workshop looks very interesting, in what it can do and could be a very big game changer in more ways than one http://steamcommunity.com/sharedfiles/filedetails/?id=1094334744 .. Here is the blurb from the steam page:"The Procedural Objects mod adds a vertex customization tool directly in game, which allows you to resize assets for your needs, create things with only one asset that you can resize instead of having 12,000 versions of an asset for different shapes and sizes."
  8. Hello guys! Today i'm working on a 2x3 office building, hope you like it:
  9. One thing I surely miss in Cities Skylines are those generic, male & female, mayor statue of SC4. CO offers really nothing comparable to those. I wonder if any experienced asset maker would be willing to take the challenge, fill this gap, and gift us with a CS version of those classic SC4 assets? Thanks in advance.
  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. I really love this asset, but the broken overlapping orange flickering texture under the walls just drives me crazy. Anybody else? Think it would be hard to fix? I'm a bit intimidated by all of the custom animations on the bears and stuff. Would all of that stuff still be there if you tried to export the asset and reimport it with template props reload button ticked?
  12. 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
  13. Hello, I made a 3D model and a texture for the model with 3DS max. So I put the 3d model file(nostop.FBX) and the texture file(nostop_d.PNG) into Colossal Order\Cities_Skylines\Addons\Import folder. And in Asset Importer nostop.FBX appears as well : But as I select my model(nostop.FBX) in the list Cities Skylines Crashes: This is from my output_log.txt According to my output log, I assume that texture file for my 3d model is missing. But as I stated, I put both 3d model and texture file for the model to Cities_Skylines\Addons\Import folder accurately. Does someone know what is causing this and I can't import my model? Thank you.
  14. Hi everyone I'm looking to see if someone would be able to build a police vehicle it's not your normal car/van but an armoured vehicle from Northern Ireland. I would really love to be able to have these in game I’m sure others would also like these as they are quite intense. I’m not sure how to include the photo in this box but have a link below that will explain all thanks everyone. https://www.flickr.com/photos/nick19/8036274710/in/pool-psni/ https://www.flickr.com/photos/nick19/8035949282/in/pool-psni/ https://www.flickr.com/photos/nick19/8417747906/in/pool-psni/ https://www.flickr.com/photos/nick19/8033876717/in/pool-psni/ https://www.flickr.com/photos/nick19/4671478653/in/pool-psni/ https://www.flickr.com/photos/nick19/6437774991/in/pool-psni/ https://www.flickr.com/photos/nick19/7232739442/in/pool-psni/ https://www.flickr.com/photos/nick19/4600996893/in/pool-psni/
  15. I'm having some problems with finding my asset in game. I made a second building for the 'modern low-rise living' set. It's a level 5 high residential who fits on a 4x2 grid. But somehow it just refuses to grow anywhere. Both buildings from the set are/will be published with RICO settings added, but to test it out myself I manually added them in RICO too, The first building (which is already published) show up just fine, the new second building however refuses to show up in the RICO tab, and yes I did reboot the map and even game several times. So then I tried to make my own mini building theme with only a few buildings in it so mine will spawn more often, because of the 4x2 size it's pretty hard to force it, there are no low level buildings in that size so I make 4x3 zoning spots to let it grow (trying to avoid the 4x4 library). But when I'm in the Building Theme Manager I can't even find my own buildings, like the assets are disabled in the game. But then I look them up in The Mesh Info and they are showing up just fine... So can anyone please tell me why it's not showing up? What am I missing here? o_O
  16. I have been thinking about how functional mixed-use buildings could be implemented in the game and maybe it could be done through different sub-buildings with different categories. The idea isn't new of course (I don't remember when I first saw it). However if done for growables, it would only be published in the category of the main building on the Workshop. I was wondering if it would be possible to create something similar to BP's More Asset Tags mod but that would allow to set multiple main categories when publishing to the workshop? I doubt it would work (kinda opens the door to all sorts of problems if someone wants to cause trouble) but asking is free...
  17. Seven New Theme Park Assets (fairground) Seven new theme park rides & a side stall 1) Caterpillar Ride [Animated rotating] 2) Dodgems [Animated lighting] 3) Helter-Skelter 4) Carousel (Merry-go-Round) [Animated rotating] 5) Waltzer Ride 6) Vertical Drop Ride 7) Hook-a-Duck Stall can be found here:- http://steamcommunity.com/sharedfiles/filedetails/?id=889634978
  18. Hi all, Just wanted to share a mod that I released a few days back. Basically, it allows you to place props in your assets/in-game that doesn't count towards the global prop limits. I'd be really interested in getting some building asset makers to try it out( to get around the 64 prop limit ), and get some feedback/bug reports to help me try to improve the mod/fix bugs in the mod! To use this mod, basically hold shift when placing your prop, and it'll create a prop that doesn't count toward the global limit. For building makers, when you save the asset, you'll also get a PropUnlimiter.json file. That should be copied into the workshop asset folder, and buildings in-game should be recognized by the mod in-game.
  19. Finally got the courage and interest to attempt to create some buildings myself. My first building is a 24 story modern art deco (but rather bland) office tower, but when i import it with the asset creator it is totally squeezed together, like all the 24 stories exist but the building is at least only 1/3 of it's height in Blender. Any help :D? EDIT;
  20. When a custom asset burns down, the game does "rescue operations" forever. There is never a simple option to "Rebuild," as there is with special regular assets. When you have gone to extra lengths to position assets perfectly, this can be quite annoying, as the only solution is to demo and re-place. Any solution for this? Where is the bug? Is it in the RICO mod or elsewhere?
  21. Hi everyone ! I recently started to tinker with 3D programs and decided to apply my newfound abilities to my favourite game ! I am French (where do you think I got this outrageous accent ?!) and passionate about Parisian architecture. So, it was only natural for me to start releasing buildings from that city So, where to begin ? Maybe, the obvious : you can have a look at said assets here, on my Steam workshop page. For the moment, I stick to the Paris I love, the old streets of le Marais, les Halles (the 16th-18th century Paris). Not only am I more familiar with its shapes and architectural language, but I have a treasure of documentation to pick from (noteworthy the Fac-Simile of street preservation surveys done at the time of Haussmanian big works...I have the whole façades to scale, let's use it !). That said, I'll obviously work someday in the near future on the most iconic Haussmanian blocks Bear in mind that I'm very new to this sort of trade, and even if I am quite satisfied of how the assets turn out to look, I think I can improve in quality. (Having been a registered user of Simtropolis for a long time, I know these parisian assets will be compared to the stunning buildings Porkissimo made back in the days, well, I'm not quite there yet ). And to conclude this first post, some screens. See you soon !
  22. Hey Guys, I am looking for a C:S asset creator to make me a personal house asset. If you are interested please do let me know. Thanks
  23. Hi all. What is the minimum list of thumbnails required to fully control all of the images in your asset publication? Right now I'm doing <all of them> to make sure none get left out, but I'm pretty sure they're not all needed. My noob list of all of them: First clickable folder during asset creation (top right) asset_thumb.png asset_tooltip.png Second clickable folder during asset creation (bottom right) thumbnail.png snapshot.png tooltip.png Clickable folder whilst sharing asset to Steam Workshop PreviewImage.png (can be 512x512 for Steam Workshop thumbnail) Which ones of these do you actually need?
  24. Hi Simtropolians, I'm building my home town, Berlin, with the help of your many mods and assets (I am using 70+ mods and 600+ assets). I started playing Cities:Skylines about 2 months ago and I'm enthused by the activity happening here and in the Steam Workshop. Thank you guys! I'm endeavoring to add some of my own custom assets to the Workshop, but I'm new to the entire process. I'm good at photoshop, but I suck at Blender! I booted blender for the first time last week, so I'm at the rough end of a steep learning curve. You guys have been very helpful to get me over a few stumbling points. Now I'm getting ready to publish a couple of items and I'd like to run them by you first. I'm trying to start simple, but even simple objectives seem to morph into week-long efforts. Please let me know how my work can be improved. I've got a Checkpoint Charlie cooking (check my screenshot stream on steam or on twitter, if you're interested), but let's start with the Rosinenbomber from the Deutsches Technikmuseum: I found a DC-3 model by Giovanni E and lifted it to the top of the stock library with some prop anarchy: I was happy to find a DC-3, but the model has some texture problems (the illumination map is always fully on) because it's an old model and was probably made before After Dark. In wanting to fix the lighting problem, I wound up re-texturing the entire model to specifically be the famous Berlin C-47 "Rosinenbomber," as well as adding some propellers. It's starting to look decent in-game, but I still have some shadowing issues that I'm working on around the windows. I'd like to improve the body texture so that it looks more silvery and less white in the sun (I'm using PhotoReal3 LUT and Daylight Classic mods). Here are my current diffuse and spec maps: How would I go about improving the look of the body surface? I'd like it to be more shiny and silvery. My next question is, what is a good approach to make the LOD model? Thx for looking & thx in advance for your suggestions. -Ami

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