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Found 102 results

  1. So I was recently looking at some Japan driving videos and got inspired to make some highway pillars. I'm planning to make an entire set of various types of pillars in this style, even a 6cell over-canal pillar. (if it goes okay) Tell me what you think about my first attempt, I need to nail the style and the details before I start making other variations. Constructive criticism welcome, also any ideas. By the way, do pillars have LODs like regular buildings? I should just make it just the pillar, without the small details - pipe, wires, supports. Not sure when they're going to be done and available.
  2. Hello there... I'm new to the world of Cities: Skylines. My brother told me about it on Christmas... I bought it the next day and now I'm making "stuff"! I'm going back to school for Mechanical Design (after 15 years as a footwear designer, drawing everything "by hand"), learning Solidworks, Creo and AutoCAD in school, and teaching myself 3D Max and Blender. This is a great outlet to practice everything with a purpose, rather than randomly building things. I'm really into 1950s & 60s kitschy Mid-Century Americana. So thats pretty much the style all my assets will be... bright colors and funky shapes... the cheesier the better! I'm going to use this post to share my creations. I'm still figuring out some of the back end info for creating assets... but eventually I'll start posting to the Steam Workshop. First up... a couple props! I love big, obnoxious signs! Expect a lot of those... Lol!
  3. So I figured I might as well make a topic here, as this is most likely not gonna be the last time I ask for you guys' oppinion. If I remember, I'll post WIP and releases of my buildings here. My current project is a bus depot that fits the european theme and I'm pretty happy with how it turned out - but I've ended up with two sizes of it and I just can't decide which I like the best and could see myself using both. So I'd love some feedback - which you prefer or if it makes sense to upload both of them. The small one is about the same size as the default one and has the same stats. The large one has slightly higher stats, but as depots can spawn infinite busses there's no benefit to the bigger one. I purely made it this large as the ones I took inspiration from were this size or bigger. Picture time!
  4. Welcome! In an effort to bring some organization to the CSL Steam Workshop, this thread is a showcase of key authors to watch out for. Now we can confidently plunge into this project after receiving plenty of encouragement both from the community, as well as from our friends over at Paradox Plaza. Listed authors may develop items which you think add something beneficial to the game, and you believe others may find useful (in terms of quality, stability & ease of use). In essence, it's a list of the very best authors out there, with links to their Workshop pages & examples of content. Mission To improve the gaming and modding experience of the CSL community by suggesting and encouraging quality standards. Also to provide an incentive for authors to adhere to them and adopt better practices -- both in their modelling process as well as the publication process. Vision An organized, quality-brimming Workshop and a vibrating, dynamic, constantly improving wider community of users and content creators. Please post below to suggest new authors for consideration! (Original template format created by TPB, now maintained by the CSL Info Squad). _______________________________________________________________________________________________________ The list will be organized into categories (please feel free to suggest additional ones). MODS Includes authors of any type of mod (by "mod" we mean anything that is code based, as opposed to game assets). MODELS Authors who create buildings using models from outside the game. Any asset type, including intersections, if they have custom models (yes it's possible). TRANSPORTATION Authors who create intersection assets, transit stations, or anything else transport related. There are a ton so we will limit it to the very best. TREES & PROPS Authors of eye-candy content. Flora, props, and any other asset that doesn't really affect game mechanics. RESKINS / REBUILDS Authors who are very good at re-building things using either in-game templates and props or other people's props and models, but with significant improvements in style and functionality. LUTs Authors of Colour Correction Overrides. MAPS The best map creators (in terms of realism, terrain features & playability). If you think you should be on this list and are not, please feel free to suggest yourself for consideration. However, keep in mind you'll only be added if you meet these standards: Your assets/mods are crafted with a high level of professionalism. Your assets/mods have detailed descriptions of what they do, how they work, their stats, tris count, texture size, etc. You have been seen to be active, responsive and productive.You update your mods and assets, fix bugs, respond to feedback, improve. Most of your assets/mods work as intended.They don't conflict with other mods, they don't corrupt saves, and ideally, don't cause your saves to break if removed. Most of your assets/mods are original, relatively difficult to make. At least one of your workshop items has 2000 subscribers or more.There can be exceptions to this if your content is incredibly good if still unknown. We know that a lot of the authors we'll be adding don't really conform to all these standards, but their work in general deserves recognition. Author names should be using their STEAM names always, so we can find them. _______________________________________________________________________________________________________ "Who to follow" on Steam Workshop? - Simtropolis Selection Note: the list is not in order of importance or ability. MODS MODELS TRANSPORTATION TREES & PROPS Coming soon! RESKINS / REBUILDS Coming soon! LUTs Coming soon! MAPS Coming soon!
  5. Hi, started learning how to do basic 3dmodelling & custom assets for skylines about a week ago, so i'm bound to face problems. My issue now is that I made a tiny 2 x 1 building but the editor will always auto expand it to 2x4 regardless of what size i choose. I could scale my model bigger to fit a 3x2 lot but that would be too big compared to the IRL version. I really want to stay within the 2x1 size. If someone could help/explain to me what i'm doing wrong i'd really appreciate it.
  6. Hi all! Some of you may have seen some of my other buildings for Cities: Skylines, mostly based on old Simcity 3000 buildings. I've now decided to create a thread for any future custom asset projects. Now, I spend a great deal of time these days working to help bring back to life something that is no more: The Titanic. However, I do get a bit impatient while working on miles of corridors, so there are other things I tend to like doing, like creating buildings for Skylines. In this case, I'd like to recreate another great piece of engineering lost to the often cruel fluctuations of history. So, as my next project, and my most ambitious Cities: Skylines project yet, I'm going to create the World Trade Center complex. I know it's been made already once or twice, but I'd like to try to create the most extensive, complete, and accurate representation of the towers yet, including not just the towers, rooftop details, an accurate hotel, WTCs 4-6 (and possibly 7, haven't decided yet, that'll be the last thing), but also the plaza and lower/street level details. To do this, it will be made to be easily plopped in-game as 11 (or 12 with WTC7) pieces within a more or less square area, with everything contained entirely within each lot. I wouldn't mind finishing this by 9/11, but I can't promise that as I have other things to do, too, and I have no idea how long this will take. Here's the first look at what I have so far (don't mind the apparent high poly count. It looks like a lot now, but it will be reduced from the more hi-poly stuff now): Below is how the site will be split between lots. The site just barely fits within a 255 meter width limit, where two lots 16 squares deep is enough to reach the center of the complex. More to come soon-ish! EDIT: I changed the name of the thread to "Boldlybuilding's WTC" since this has turned into a bit of a WIP thread about that.
  7. Hi everybody, as I am starting to experimenting with asset creation (I am using Blender), I start this topic to share projects and problems. My first big issue is about underground textures. I have read some old posts about this topic, but I am still unsure I can apply them in my case. I am trying to get something like in the attached figure (side view). The building should "come out" of the sloped terrain. I can already get this effect easily by using one of the standard building templates, but of course textures aren't applied below the road level. If I use the "Japanese Garden" template as I read in some posts, I just get a mess, because the building becomes terrain conforming and the "underground" part does not show up at all (I have tried with the "Flatten Terrain" flag both on and off). Can anyone suggest a solution or a working asset of this kind which I might reverse engineer? I guess ModTools will be required, but I am new to it. Thank you very much! By the way, is it allowed to share also maps in this section or is it reserved to mods and assets?
  8. Hi everyone, This is going to be a longer text so please bear with me, I'm searching for some modders and/or asset makers that would help me build my replica city. I'm considering a total channel reboot with the whole series, including the whole map from scratch (more info below) I am willing to pay for the assets/mods, but the price per asset/mod would depend on its difficulty, but on that we would personally discuss and agree on some terms. So if anyone is interested joining me, here is what I am looking for: Buildings: - Big buildings (shopping centres, castles, residential buildings, offices etc.) - City landmarks - Radio towers, etc. Props: - Road props: delinators, signs, overhead signs, guardrails with delineators, road barriers, etc. - Fences - Decals, etc. Roads: - A whole road pack, I would draw/show on google earth what types I will need Power Lines: - There are not a lot of them what I need, but mostly they have custom colors which are not on the workshop To give you an idea what I currently have: Youtube: youtube.com/c/JplaysYT Imgur collection: imgur.com/a/QWaP2 Thanks
  9. I recently started to work on some building, I released "De Verrekijker" which is a bit more of an experiment to getting the workflow down. You can find it here. I still find it quite hard to UV map, def could use a tutorial on how to effectively do that. I'm currently working on a building inspired by the Puck building in New York. Mostly done still need to do the back. After that's done I might do a cornerbuilding and some variants in the same style.
  10. I have become more familiar in 3Ds Max and even gained enough expertise in it over the past few months that I think my skill level is approaching a point where I think I am good enough to start making mods for Cities: Skylines. I started practicing in 3DsMax to make brick rowhouses for the game Banished but since I am more interested in Cities: Skylines now and my buildings were practice so I can mod C:S, I decided to start a new project of making buildings just for Cities: Skylines. I whipped this building up over the course of 4-7 hours today. It would have taken only 1 or 2 hours had I not made a ton of mistakes that required me to start from the beginning. It will normally grow on a 4 tile wide x 3 tile deep lot with the ability to grow on a 4x4 lot with a backyard. FYI, I plan on making a ColorMask for the outer 2 rowhouses so it could have more variety (bright red, pink, tan, and whitewashed). Please give me feedback to help me improve the quality of my creations. Thank you! --Ocram
  11. When I started Game today like 40 Mods,1499 Assets Popped up but close to 600 Assets should and shouldn't of but some of the Mods glad they popped back up and Assets to but in Mods Folder in Windows Explorer 37 show up and that what it should be in Game but half don't work anymore so should I reinstall Game?
  12. hi there, i am new in this community, so this is my first post. Also i am new to moddeling, i choosed Blender to make my models and i am watching one tutorial after another. For my first project i choosed a kind of old signal station - i did not found the english translation - for the germans here - weichenstellwerk. Thats what it looks to me. I appriciate all tips and helps you can provide first of all - i preparation to get this later in the game - how can i add traintracks to the model? I saw a template from bloodyPenguin for the Cargostation - this may be not suitable to my model. thanks
  13. so, I installed BadPenaut's roads, including Narrow Roads Pack and Suburban Streets. When I open the game and access the Content Manager, I don't see the assets I installed. I tried putting the .crp files, moving them to Mods and back but it's not working. What am I doing wrong? Also, I enabled Network Extensions 2 and New Roads for Next, but the new roads don't appear for me.
  14. Hey there anyone reading this... I have a few questions I can't quite find answers for. So thought I'd throw them all into one post to keep the annoyance down... 1. I can't find a way to extract meshes/image files/ etc for the props used in Cities and can't find any straight answers online. Which I found... odd. I want to see how some of them "work" (like wall lights for example) and get the scale correct. Having the files will cut down on wasted trial and error. Modtools doesn't appear to have the ability to "dump" props... but I know there must be a way to do it. Is there a different Mod I can subscribe to that extracts those things? 2. The dirt... so much dirt around the building assets. Looks awful in the Asset Editor... no self respecting home owner would let their yard look like that! I know I can remove the "ruining" on props and trees, but I was wondering if there is a way to remove it around buildings... or at least reduce the ratio. 10 ft. of dirt around everything is ridiculous! 3. Animated grass tufts... those are another thing I find really annoying. They poke through everything and the only way to get rid of them seems to be making the ground all concrete. So I'm wondering if there is something I can do with "yard tiles" or props to disable that from happening. I have a feeling "the ruining" might be the only solution. :/ 3b. Thinking about the grass tufts issue... is is possible to create a ground cover (as the concrete, fields, etc.) that looks like grass but flattens those tufts as the concrete does? Might submit that for a mod request, if its possible. I really hate that freakin' grass... lol!
  15. I thought it's time to get my own topic running as I started some more advanced, larger project a day ago. Besides the vehicles I created before I started working on some vanilla-style modular airport, based on the vanilla airport and international airport assets. Due to my quiet limited time caused by real life don't expect extra-fast progress Still I've got to update my "old" vehicle assets too, but the vehicle editor seems to be kinda messed up since the last patch - anyway I'll look into this too by time as I already promised! For now I got the following types of buildings planned for this airport set which is heavily inspired by the AC teams set for Sim City 4 functional terminal block with three "small" gates functional terminal block with two "large" gate non-functional terminal filler pieces with gates terminal piece with control tower (RICO Office) terminal block without gate (RICO commercial low) monorail / (elevated) metro / train terminal pieces terminal block with taxi stands (AD required) terminal block with bus hub (to be connected to the tarmac and without airport functionality - just to connect aircraft stands in some nice way ) terminal block with road maintenance service building (connected to the tarmac side to simulate road-traffic on the airport ) functional terminal with concourse (4 + gates using sub buildings) "T - style" functional concourse piece (featuring gates on both sides, will probably require network extensions as it has to be entered on foot from the underground using pedestrian "roads") eye candy ends for concourse, left and right eye candy transition piece between one-level and two-level terminals (maybe even RICO - enabled, we'll see) two-level functional terminal blocks (will be a challange to be set up - I try to set the entrances on the upper level, the exits on the lower level) two-level terminal with control tower (probably RICO office + functional (using sub building - I don't know yet if something like this is possible)) large fake-entrance piece for two-level terminals (RICO commercial high) (so especially when using rush hour many people gonna go into this one) monorail / (elevated) metro / train two-level terminal pieces two-level terminal block with taxi stands (AD required) two-level terminal block with bus hub (to be connected to the tarmac and without airport functionality - just to connect aircraft stands in some nice way ) simple helipads with one of each natural disasters helicopters working doppler radar dome (requires ND - a non working version is available on the workshop) stand-alone ATC towers surface movement radar tower some props like (enhanced) vanilla jet bridges, stand guidance displays and other small things which will be pretty Special features: rotating radar domes for ATC towers and the radar tower (gotta look into this!) usage of the "vehicle rotor" shader discovered by @Ronyx69 for large glass parts of the terminals (I try to work around the lod-problem) stock-game style as I use the textures and models from the game as my start-point usage of the "loading screen mods" benefits → as I use the same texture with the same name most of the times it will be loaded only once into VRAM when using this mod - which is great! living airports by the use of RICO settings - which you don't have to use at all (those buildings will work as an landmark if you don't use that mod ) more space between planes and terminals due to longer jet bridges - you'll be able to draw some road in between using the anarchy tool of your choise Downsides: jet bridges will disappear after a certain distance as I'll convert them to props. I decided to do so to increase flexibility on creating different terminal types and styles by using many working two-gate assets ingame the airport will get really congested! That's the reason for me to include non-functional versions too. Later on I might create a mod to enhance the vanilla runways and taxiways. I looked up the networks in mod tools and changed some values to test something which turned out to be possible: different wide runways (40m up to 65m for realistic regional and international airports - new network meshes needed) more realistic markings with lights on runways (probably by adding more segments to one network, segment[0] would be just asphalt to place some indicator like "20L", segment[1] would be the threshold, segment[2] would contain the dashed line only, segment [3] dashed line + precision marking followed by 2x (segment[2] again, then segment[3]) and finally segment[2] for the whole middle part to start in reverse after - dunno if that's possible at all) two-way taxiways (for special use-cases) taxiways with "shoulders" (a bit wider than now) and green lights in their middle taxilanes (taxiways with some flat mesh and without dirt-shoulders to be used on aprons. probably just the yellow line with green lights.) more realistic speeds for taxiways and taxilanes I gonna provide one screenshot just to show you the difference: On the left you can see the vanilla runway which is about 30m wide + 2m "shoulder" (mesh edge) → 32m footprint. The next ones footprint is 46m wide which would fit most regional/domestic airports. The one on the right is 60m wide which fits for large aircraft like the A380. ----------------------------------------snip---------------------------------------- First I gonna take off by showing you some first work I've done before starting this topic. This is going to be the first wall-to-wall terminal building featuring three gates (just like the vanilla airport). I removed the jet bridges and details on the left and right to save some polys and - of course - to get the bounding box right Next step will be to map those filled holes, after this I gonna cut the windows and create some basic interior as those will get some semi-transparent love they deserve
  16. Hi, i'm new and basically im trying to convert pre-textured 3d models of cars to assets for CS but im so lost on how to properly uv map or how to make a proper diffuse maps for a model that already has textures(in seperate files at that). . Heres a look at what im working on. The models already have their own uv maps(right?) though they don't seem to include the wheels and they're organized weirdly..i can't rearrange or explode them in the uv editor without the models textures going allover the place and messing up. And those are examples of the textures. I've already looked at the two tutorials on steam related to making assets for CS but they're missing too much info and are more focused on models that aren't textured and overall didnt help me much at all. I know the basics to what type of texture maps cars need, and how to optimize the mesh to have less polys. If anyone can please help me i'd appreciate it. I use 3dsmax 2015 but can also use blender
  17. Hello & Welcome! This is a Tutorial/Guide for people using 3DS Max on how to turn any free model into a working in game asset for Cities:Skylines but you could still benefit and learn by searching up for the related ways to do things for your specific 3D Modeling Program. I will specifically be going over how to turn a free vehicle into a game ready model but the same method I explain can be used for any other model you are thinking about using. If you are new to 3DS Max or never have touched it. Check out this great playlist Tutorial Series for 3Ds Max Beginners. This is what I watched when I first started and only took me a couple days to start making my own assets! If you are new to 3D modeling this video series linked below will help you to understand how to navigate 3DS Max better. 3DS MAX BEGINNER YOUTUBE SERIES BY thenewboston Here is a list of the most popular free 3D sites where you can find free models to use. https://3dwarehouse.sketchup.com/ http://www.turbosquid.com/ http://tf3dm.com/ http://archive3d.net/ http://www.cgtrader.com/ http://www.blendswap.com/ http://www.yobi3d.com/ I also started this thread listing a bunch of free models I found on the 3D warehouse that i think have great potential to be imported into the game. They are mainly 6,000 polys or less and do need to be optimized first. Check out the thread here... Introduction When I'm searching for free models that I wish to use for the game I don't just pick anything I see that looks cool. I'm looking for stuff that will be relatively small in polygon/triangle size as well. It's important to keep the load times down in the game with so many assets and mods to subscribe to it will add up quickly and trying to Import a 50k triangle car will only bog down peoples video cards. So what should you look for in a model? When I browse for something that I want to use I will look right off the bat for models that have boxier shapes and less curves to them. This is an indicator that the model is probably lower poly. Some of the sites I've listed have poly counts listed in the details of objects page and some of them don't and you'll have to download to see for yourself. The 3D warehouse is great though because it has an advanced search option that lets you limit the poly count you want to see. I personally have been searching for models that are listed with 6000 polys or less but keep in mind that sometimes these listed poly counts are inaccurate. According to the Skylines Wiki Page it says... The model size is not limited other than by Unity's limit of about 65000 vertices per mesh, but even approaching that is too much for single assets. To give some rough guidelines, the triangle count of the building models in the stock game ranges from less than 1000 triangles for the smallest and simplest buildings to about 5000 for large and complex buildings. A few exceptional buildings use up to 10-15k triangles. Vehicles typically have 500-1000 triangles, while trees vary from a few hundred for simple bushes to about 2000 for the more complex ones. Also note that a large number of props can also make the asset rendering slower, which is why there is a limit in the asset editor. So this means we definitely should be trying to keep our triangle counts as low as possible. I personally have a set limit in mind which is 3,500 triangles for a vehicle. It is a little over 3 times the size of some of the default cars in game. I think this seems reasonable enough where it won't completely ruin your fps and still have some nice looking vehicles. It's a much better number than some of the cars I'm sure you will see being uploaded that have 25k+ triangles and the uploader doesn't list the triangle count leaving you guessing. So please when you upload be sure to list how many triangles it has so people know if they would like to use it or not. Sometimes I go a little above this limit I set for myself, depending on the model. LODS (Level of Detail Models) should be created for whatever it is your are trying to import as well. It's what keeps the game optimized when you are zoomed out by switching the models to a lower triangle count version and it will swap back to the larger more detailed model when you zoom back in. This is to keep your fps higher. If you don't create your own LOD the game will auto generate one for you and usually it's a very bad version of your model and people will complain on the workshop. I will continue to update this guide when I find out new techniques or information. Please feel free to share your ideas and thoughts to improve the guide. Thanks! TABLE OF CONTENTS How to show Statistics Optimizing, Modifying & Cleaning Defining UVW Map Spaces Texturing LODS - How to create them Exporting / Importing LET'S BEGIN! First off have you found a low poly model to use? If it's a Sketchup file such as .skp I usually open it up in Sketchup first and export it as a .3ds, you could also export it as a .obj or .dae as well. It will then extract all the textures with it. I do this first to see if the model has a uvw mapped texture attached to it which could save me a lot of work. Then proceed to import the file into your favorite 3D Program. SHOWING STATISTICS Good, your file is now imported. What I like to do first is to show my poly/triangle count for selected objects. I do this in the Viewport by clicking the + sign then going to xView > Show Statistics or you can hit the 7 key. Then you can configure what you want to see by going to the Configure Viewports option in that same dropdown menu which will give you the screen below. You'll want to make sure you have at least Triangle Count and Total+Selection checked. Hit Apply and Ok. This will allow you to see the yellow statistics in the screenshot above in the top left hand corner of the Viewport. As you can see I selected 2 wheels on this Rolls Royce and it's showing me that the total triangle count for those objects combined is 136. The entire vehicle itself is 4,827. This will be great for finding what parts of the model are producing the most triangles. OPTIMIZING / CLEANING Now that we have the statistics showing it's time to find out what we should delete or modify. I usually start off by deleting every single polygon on the bottom of the car because no one will see these at all. Then I will look at what's inside the car, is there any chairs, steering wheel etc? If so you can safely start deleting those items because no one will see inside anyways because windows are only a reflection and are not transparent in game. You can easily select things such as chairs or what not by using the select element option under editable poly/mesh show in the screenshot below. That will allow you click on the chair and have it select the whole thing leaving you to just hit the delete key. Ignore Backfacing is also great for bulk deletion of the interior car. What you can do is check that option under editable poly/mesh in the screenshot below and then with the vehicle upside down you can click and drag and select the whole car as polygon mode and it should select a bunch of the polys but not the outside of the car. Then once you do that you can scan over the vehicle and alt click polys that accidentally got selected in the process, once everything looks good hit delete. Thinking about it now there might even be an easier way to do all of this by just doing select all and alt selecting all the outside parts of the vehicle and the deleting the rest not visible if you know what I mean. After I've removed the bulk of the interior sometimes there are some stray polygons lingering around, so I switch over to the polygon selection tool and will ctrl click all those extra polygons until all of them are selected. Then before deleting I will rotate and scan around the vehicle to make sure no outside polys were selected by accident. RE-CREATION / MODIFYING Now that we have cleaned out the interior of the car it's time to take a look at the exterior. What about your vehicle is producing so many triangles? Head on over to editable poly/mesh mode and select the element selection mode. Click around the vehicle and see what is producing the most. Maybe it's the exhaust pipe with 500 triangles or perhaps it's the headlights with 200 triangle a piece. Once I find out what is causing the most I will then go ahead and make a simpler version of it. For example I will just make a new cylinder with far less polys and position it right on top of the older version until it looks about the same and then delete the old one. Same thing goes for any other object. Sometimes people create elaborate images using geometry on the side of a truck or something. You could just delete the whole side of the truck and then connect the 2 end edges back together. For Example on this Postal Truck you see that the side of the truck has a geometric image consuming 316 triangles when I could easily replace it with a single polygon and apply a texture of the image instead later. So I will go ahead and delete it. Then I must right click the model and convert it to an editable poly so I can use the bridge tool under the Edge selection. I will then select both edges and under Edit Edges I will click the bridge function to join the edges to form a new connected polygon face. There you have a brand new truck wall... I will then go ahead and do the same for the 2 other sides of the truck saving me a total of 942 triangles. You can use this technique for various parts of the car. I use it quite a lot especially if there are gaps in the model that were there from the start that would allow people to see through the car after being imported into the game. LESS DETAIL IS OK Not everything needs to be hyper detailed either. Sometimes you can get away with just having flat faces representing stuff like lights. In the example below this postal trucks back lights are taking up a total of 1,760 triangles! So what I did was selected the faces of the metal and light part and duplicated it to a new object by holding shift and moving them on the x plane creating a copy. Then I went back and deleted all the lights and even the wall panel because it had an outline of the lights built into its side. So I had to do a bridge connection to make a new wall face. then I moved those lights that I duplicated back to the wall and even moved the actual light face closer to the metal edge. I could just have created a texture for the wall representing the lights but I've found that sometimes textures end up bleeding and not becoming as sharp as you want them to be so creating a geometric face can stop the bleed effect. I personally am probably going to end up making a transparent plane with the lights as a texture face and delete even that extra geometry I kept around because making an alpha transparent texture can also reduce color bleeding. I will explain more about alpha transparency later though. FINAL CLEANUP There is still one final step you could take to reduce the triangle count down even further. I well let this video do the explaining though as it is very informative and has helped me in many projects. While this video talks about how to make a proper lod this can also be applied to your main model because this game is low poly in general. https://www.youtube.com/watch?v=23aIatCnDA8 Alright so that explains a lot about how to reduce the triangle count which is a very important thing to do when making an asset for Cities:Skylines. Please do not attempt to skip these steps as they are essential in keeping peoples games running smoothly and effectively. UVW Mapping Now it's time to make a new UVWmap for the vehicle/model. 95% of the time you will have to do this and sometimes like I stated earlier you will find that the model has a uvwmap texture and is totally mapped, Score!. I start off by selecting everything in the scene. Then I go to the Unwrap UVW in the modifier list shown in green. Then once you do that you will see a new button at the bottom right hand side of the screenshot called Open UV Editor. which will open the window to the left hand side. You will want to select the square polygon icon tool. Then after that do Ctrl + A to select all. After you have selected all you can hit 1 of 2 buttons. "Flatten by Polygon Angle" & "Flatten by Smoothing Group" shown in the blue circle. I usually use the "Flatten by Polygon Angle" most of the time but sometimes the other option will have better results for certain things I'm trying to do. Then after you have done so you should use the move tool at the top left hand corner and move everything to the left side just outside of the UVW space shown below... I do this because when you import something into the game and if every polygon is not inside the uvwmap space the LOD can become distorted even if you have a proper LOD made for it. It will cause your LOD to change colors and textures from other models not even related to your own. It's some weird bug. By moving all these faces just outside of the space I can easily see later if I have used all the polygons in the texture space and know if I haven't and don't have to go searching around for stray polys way off the map. Afterwards I will close the window and at the right hand side of 3DS max I will right click the Unwrap UVW modifer and select Collapse All and hit Yes. I do this because in the next step we will be selecting poly faces and our newly made uvwmap can get reverted, by collapsing all we ensure that this won't happen. SELECTING PARTS OF THE MODEL TO UNWRAP So normally after you do that initial unwrapping your model should still contain the colors like it did before if it had any to begin with. Then what I will do is select the area that I want to move on the uvwmap texture space. In the example below I have selected all the chrome elements on the vehicle and did a Unwrap UVW modifier from the dropdown like before. Then open the UV Editor again and as before select the square poly tool. Do a select all and hit the "Flatten by Polygon Angle" button. This will bring all those chrome elements into the texture space. Then what you can do is select the scale tool at the top left of the window and scale down all the elements into a tiny clump of wire frames as you see in the screen below. Move this clump to an area where you know where it will be. I personally usually start off doing my models unwrapping the base color first and placing in the top left corner of the texture space making the clump fit into a 3x3 checkered area which you will see in another screenshot later. HIDING EXTRAS After I've moved that clump to its position I will close the window and do a collapse all on that uvw unwrap so it won't move again. Then with all the chrome polygon pieces still selected find the hide options under the editable poly options, you can scroll down under the category "Edit Geometry" and select "Hide Selected" to hide all those chrome pieces so you don't have to dance around them when selecting other parts of the car. This does not work in Editable Mesh. View Screenshot below to see hide buttons. I continue to repeat the process on different parts of the car until I've mapped and moved the texture maps to where I want them to be. As you can see in the screenshot below the different stages of selecting and mapping the rest of the car and hiding the selected polygons each time I unwrap, move the wireframes do the collapse all. This diagram is just a quick example, you will want to do the headlights, brakelights, turn signals, windows, body color, metal pieces and what not such as a license plate. By the time you get to the end you can just easily do a select all. By hiding the finished mapped selections each time it gets easier and quicker to do the next parts of the model. When you are done you can just hit the "Unhide All" button TIRES & Proper Overlapping UVW Map lines. Ok so many times the tires that come with the model will have way too many polygons for what we need. The game doesn't need a perfectly round tire and you can get away with making a much simpler sided one. So I will keep the tires around for now and make a new cylinder giving it 10 sides, basically what the default cars in game have. I did end up giving this Rolls Royce an 18 sided cylinder tire to make it a bit rounder and now that I'm writing this guide I'm thinking I may want to reduce that down a little bit because remember this tire are going to be duplicated 3 times to create a set of 4, essentially multiplying the triangle count by a lot. Ok so now that you have created a 10 sided cylinder you will want to rotate it 90 degrees so it is standing up like the tire should be. Next I move the tire to where the models current tire is sitting and center the new cylinder over it and I will adjust the radius and width of the tire so that it matches the current tire of the car. You can see an example in my LOD video later. Now that you have the first tire created you will want to convert the cylinder to an editable poly and do an unwrap uvw modifer from the drop down and open the UV Editor. Hit the square poly tool, then select all and hit the "Flatten by Smoothing Group". You will see here about what I said earlier with trying out both options, test them out and you will see that "Smoothing Group" works better here because it collapses the outer rim of the tire and does some of the work for us. You will see that there are circles now that we must overlay on top of each other so that we only need to have one rim/hubcap texture for all the tires. So start off by deselecting everything and selecting the top circle polygon. If you then click and hold down the move tool icon at the top left of the window you can select an up and down tool so that the polygon can only move up and down. There is also a move left and right tool. The same goes for the scaling tool, it too has both these options which you will use from time to time. So now that you have the up and down move tool selected move the top circle and drag it down over the bottom circle, it looks good right? Wrong, you will want to zoom in after it's overlayed and you will see the lines don't quite match up perfectly. So I will zoom in further to the top edge of the circle and drag the poly some more until the top lines are lined up perfectly and will keep zooming in and repeating the process. Ok now you have the 2 circles laying on top of each other and the rectangle of polys sitting to the side of it. Select all of that and move it to the right, just outside of the UVW map space. Then close the window and do a collapse all to the modifier. You now have a tire you can duplicate and not worry about having to overlay 8 circles on top of each other because now when you duplicate all the circles will copy to that overlaying position. Once I have a perfect sized looking cylinder all uvw mapped I will then hold shift and move the tire to the back section of the car duplicating it. I will then move the tire if I have to until the back tire is aligned properly like the front tire and adjusting the radius if the back tire is bigger. Then I will select both tires and hold shift and duplicate those 2 tires to the other side of the car and adjust the tires if needed. Now you have a set of 4 tires, go ahead and select these 4 newly created tires and right click and click hide selected to hide the tires from the Viewport. Now go ahead and start deleting the old tires, once done right click the Viewport and hit Unhide All to bring your tires back. Also to note that the game automatically recognizes the lowest part of the model as wheels and will actually spin and turn left and right. So if you don't make wheels the whole body of the car will flip instead. So if you happen to find a model with wheels attached to the model itself you will have to define new wheels for it so this doesn't happen. REPEATING THE PROCESS WITH LIGHTS This entire process can be used to replicate any lights you may have needed to recreate because the old ones had too many triangles. But normally for me the lights are usually fine and I just select both of the default lights and overlap those. Sometimes the lights you select will be fragmented into polygon shards in the UV Editor. It's ok if things don't line up perfectly for lights. I personally use an orange and red light texture and will align the main polygon faces over the image texture I use and will align the little shards that match up from both lights but then I will just place the little shards into the bigger polygon map line which you will see in a screenshot further below if you don't understand what I'm talking about. I'm talking about the red and orange lights. MOVING UVW MAP LINES WHEN FINISHED Ok, So you have unwrapped and defined all your models areas. Now it's time to move them to their final locations. Do a select all to select the whole model and Unwrap UVW modifier. Open the UV Editor and now you will see all your lines. Remember how we moved the tires just outside of the space? Ok now it's time to move it to its final location, find a good spot on the map and place it there. You can do this for all your defined map clumps. By the time you are done you should have a map with areas that are separated from each other that you want to define certain colors for. Then you will want to go to Tools > Render UVW Template which will bring up the little window in the left of the screenshot. There you will want to change the width and height to 512x512 because we don't need a bigger texture map for a vehicle. Then change the 2 colors circled in blue to the color black, this will cause our saved wireframe map to have black outlines and is easier when viewing in Photoshop. Then click the Grey button "Render UVW Template on the small window. This will bring up the big black window you see on the right, normally it would have neon green wireframes but we changed the color to black. Then click the save button and save it as "z.png". The reason I save it as z.png is because sometimes you are constantly saving new UVW map templates and when I go to open in Photoshop I can easily find it by just scrolling down to the bottom and clicking the file. After saving your new template go ahead and close the windows and do a collapse all on your modifier so you don't lose your work you just did. FURTHER UVW MAP EDITING VIDEOS Here are 2 videos that I found when I first started learning how to uvwmap. They were extremely helpful. Short Video Long Video DIFFUSE TEXTURE Now you can open the z.png file you just created in Photoshop and should get something that looks like the UVW Template show below. There will be no white background so go ahead and make a new layer and fill it in white so you can see the lines a bit easier. Then you want to start filling in the areas defined with color or images as you see in the Diffuse Texture. The colored text is just to show you my defined areas. I normally put my base color to the left and my dark areas of the car that I want to be the same color next to it but only 50% grey so that when we use the color variation in the asset editor it will show this area of the car a similar color only darker. I normally use the dark color for areas like behind the wheels. I made colors for the Top and Chrome parts as well. I usually make the glass black because it seems to be a nice consistent color for windows opposed to something like blue, but you can change it to any color you want and it will affect how the glass looks. Then you can crop some textures for parts like the lights or tire but make sure the texture goes past the map line so you don't end up having issues in game with the color not showing up totally. You can see my example in the screenshot below with the green lines. ILLUMINATION MASK For the Illumination Mask you will want to fill that in with 50% grey which will then define what we don't want to blink or light up. Fill in the areas that you want to represent head or brake lights with 100% white, this will cause these to illuminate and have the brake lights actually turn on and off when they brake. Fill in the orange turn signal area with 100% black, this will actually make the turn signals flicker when they turn left or right. If you don't make this mask half of your car will blink when they turn. COLOR MASK The color mask will define what parts of the model you want to change colors when selecting a color variation in the asset editor. Anything black will be disregarded and anything white will be the color variation. So In this example I've selected only the Base and Dark color to change. ALPHA MASK The Alpha mask is there to define transparency. In this example I wanted to place a licence plate on the car. and instead of selecting a a bunch of polys, going to the UV editor having to position them right and do a bunch of work that's not needed. I made a single polygon plane and unwrapped that and made an alpha mask so that there would be no black color around the outter edge of the licence plate as you can see in the image below. The red line is the outer part of the plane but I've defined certain parts of it to be transparent so that only the license plate shows up. So in the Alpha Mask I've defined the color white as everything I want to remain visible and the black areas where I would like the transparent parts to be. SPECULAR MASK The Specular Mask is where you want to define a reflective quality to your object. 100% white is defined as glass. 100% Black is defined as no reflection. Anything in between will be Semi-Reflective gradually getting more reflective the more white something is. So In this example above I've defined the window areas as 100% white, the Chrome areas I defined as 90% Grey and the Base, Dark Color & Top I've defined as 2% Grey almost black. You can't really tell in the specular screenshot though but it is there. The reason I made the base colors such a low reflective quality is because it gives you just enough shine I think to represent the light reflecting on it but doesn't wash out your colors. The higher up in reflective quality you go the whiter and hazier your colors will become when you go to apply color variations to them in the asset editor. I defined the chrome area as 90% grey because it gives you a really nice high shine and makes it look like metal. Go ahead and test things out for yourself and see what you like best though. Here's the Green Outline image that I told you about earlier. See how the orange and red lights have small stacked polygon shards on top of each other? Just like the color clumps only a little bit bigger and defined this time because we are using a image and want the texture to show properly. FURTHER TEXTURE DEFINING Now that you know how to define Images such as lights and tires you could take it a step further if you really wanted to and select say the doors of a car and give them an outline texture. Maybe there is a spot on the car that you want to apply some sort of decal. Go ahead and select the polygon area you want to do that in and do an unwrap and modify the lines and position in an empty spot on diffuse map so you can add that decal perhaps. If you notice in many of the above screenshots you will see that UV map Editor has a checker board background. At the top right of the UV Editor there is a drop down menu and you can actually select Pick Texture and then select Bitmap and pick your saved Filename_d.jpg file and it will show that instead letting you easily see where you could place some new map lines. SAVING TEXTURES Time to save your textures using the suffixs you see below. You should save them as .jpgs. There is no real reason to save your files as .png all that will do is create bigger texture files when a high resolution .jpg is just fine. Also as said before you only need a 512x512 map space so be sure to set that to the width and height when rendering your uvw map template. Here's some more info quoted from the Skylines Wiki Page... The material for Buildings supports up to 6 textures, each needs to use the same filename as the FBX file with a texture type suffix. "_d" suffix stands for the diffuse texture (RGB) - 3 color channels texture defining the albedo. "_a" suffix stands for the alpha texture (Mask) - 1 color channel mask specifying per pixel transparency. "_c" suffix stands for the color texture (Mask) - 1 color channel mask specifying per pixel where the color variations can be applied. "_i" suffix stands for the illumination texture (Mask) - 1 color channel mask specifying per pixel if the diffuse color should be considered emissive. "_n" suffix stands for the normal map texture (RGB) - 3 color channels tangent space normal map. "_s" suffix stands for the specular texture (Mask) - 1 color channel mask to specifying per pixel specularity. NORMAL MAPPING You will notice I did not include a normal map with this vehicle because I did not see the need to, there wasn't anything really that I felt the need to give a bumpy raised texture to. I'm not gonna go into much detail about normal mapping but there are 2 great programs that will easily allow you make a normal map if you so choose to make one. Here are the links to those programs... PixPlant MindTex Basically you would Import your diffuse texture into one of those programs and play around with the settings to create a raised surface area for a part of your model such as a rocky face or a metal mesh wireframe, rivets etc. you would then save that file as your Filename_n.jpg and it will cause your object to have a raised surface. Keep in mind though when doing so that you would want to create a counter part in the specular mask to give it some extra visibility. If you want to know more about normal mapping do some searches on Google. CREATING A LOD I've created a 22 minute video of me making a LOD for this Rolls Royce. There is no voice, just music, but i will explain some things that happen in the video before you watch it so you can have a better understanding of what is going on. First off for some reason the video does not show the right click menu when I convert to an editable poly or hide unhide stuff. So when you see that small grey box appear on the screen I am actually right clicking and either Converting something to an editable poly or hiding/unhiding stuff. It should be pretty easy to tell what I'm doing. CREATING THE BASIC SHAPE So I usually start off by creating a 1x1 rectangle shape and then move it to the car and then create edges and form the box to the cars curves. You'll see in the video that I use the function "Connect" under Edit Edges. You can only use this function as an Editable Poly. Basically you can select edges and then hit the connect settings box next to the word Connect. You can't see it in the video for some reason but an options box will pop up and at the top of that settings box you can type in the number of edges you want and then click a Check Mark. I usually make an edge for every angle change on the top of the car. As you will see later in the video I also missed a window so I went back and made one extra edge to make that spot for the window texture. NORMALS When I am working on the wheels you will notice that when I duplicate the first 2 wheels to go to the other side of the car I select only the 2 newly created wheels and apply the modifier called Normal and then do a Collapse All. The reason I do this is because if I don't then those wheels will seem invisible in the game because the game only renders one side of the poly face. So by using the normal function I am reversing the side that the polygon is facing. To show you what I mean, you could convert your object to an Editable Mesh because as an editable mesh you can choose the option check box called Show Normals as you see here... You'll notice when all the polygons are selected that there are blue lines now facing outwards, this is to represent which polygon face will be shown to the camera. Can you see now that the wheels normals are facing inwards to the car. That is why we needed to reverse them using the modifier. Normals not facing outwards will also appear darker than the rest of the correct polygons making it easier to tell what needs to be flipped. Sometimes you will encounter some free models that have a lot of normals facing the wrong direction and you will need to use that normal modifier to flip them otherwise if you import a model without doing so you will see they have a lot of invisible looking areas. Another thing I want to explain is when I'm going to apply the textures to the LODS polys you see in the UV Editor that I hit that icon next to the "Flatten by Polygon Angles" icon. The little red and white icon with a split in the middle that looks like a V. That is the BREAK function. If you select certain polys and then drag, other lines may happen to move with them and so they need to be broken apart from the rest so they become a separate entity. Once you have created your base model/wheels for the LOD you will want to collapse them all into a single mesh. Which you see towards the end of the video. This is so we can more clearly define the axis pivot point. Now that you have 2 models in the scene. Your Main Model and your LOD both stacked perfectly on top of each other you will want to edit the pivot points. You see me do this at the end of the video. I select both objects at the same time and edit the axis and check the Affect Pivot Only. Then I select Center To Object. This will center the pivot point to the middle of both objects. Then what you want to do is move the models at the same time so that they are positioned over 0,0 on the x and y axis on the Grid. Then go back to change the axis again doing affect pivot only and then move the pivot by entering in the numbers 0,0,0 for the x,y,z axis. This will move the axis to the bottom and center of everything. Then you need to rotate the pivot point so that the Y Axis is standing up straight as you see me do in the video. This is so when you go to import the vehicle it will load with the wheels flat on the ground and not have to select the "Bottom center pivot" in the asset editor. I do this because if you don't change the axis y to be up your lod could be standing up on its side if you do happen to check the "bottom-center pivot" option. There you have it, a good looking LOD that will resemble your model from a far. Please remember that a LOD does not need to be overly complicated and you can be sure its safe to not even include stuff like fenders or other extremities coming off the vehicle such as bumpers because when you are zoomed out they all mesh into a little blob of color anyways. In this video I created an 88 Triangle LOD but I managed to get that number down to 68 triangles. You can do so by sometimes clicking the optimize modifier in the same drop down as the uvw unwrap. Sometimes it could mess up your model though so pay attention. HERE'S THE VIDEO According to the Skylines Wiki it says this about LODS.... You may notice your custom models sometimes gets very distorted when viewed from far away : that's because the game automatically generates a low poly version (LOD) of your model and your texture in order to save resources. To solve this problem, you need to provide your own low poly version of the model (the fewest polys the better) and name it yourModelName_lod.fbx For growable assets, the suggested limit on tris is 100. For larger buildings and monuments, you can go slightly higher (200). For props and vehicles, less than 50 triangles should be enough. For the sake of other players, please abide by these LOD limitations unless its absolutely necessary to break them. This is how the game regains performance when you are zoomed out. Your low poly model should have a new UV set that is probably different than your original high-poly model, this is anticipated. The UVs should be kept in the 0...1 interval, since the LOD textures use a texture atlas and values outside that range will result in colors being taken from other random models. The game will automatically bake the textures from your high-poly base model to your new low-poly model upon import. Also, make sure no vertices in both high detail and LOD models are below the 0-level since they can confuse the baking process. If for some reason you would like to override the auto-texture generation process (also called baking), you can create a diffuse texture for this low-poly model by importing a texture with "_lod_d" suffix (lowercase "lod" is important). If the diffuse texture is overwritten, the baking process is skipped entirely, so normals, speculars, etc also need to be set manually. EXPORTING Now that you have an Optimized Model and LOD you can Export each model individually to the Import folder. I usually just delete one of the models such as the LOD, export the main model as a .fbx, undo my delete, delete the main model and then save the lod as a .fbx too. They should look something like this.... Filename.fbx Filename_lod.fbx This is where the Import folder is located... C:\Users\Yourname\AppData\Local\Colossal Order\Cities_Skylines\Addons\Import You should also save all your texture files there as well. Once I have my main texture files saved I will open them all up in Photoshop and resize them to 64x64 and save those as their lod counter parts such as... Filename_lod_d.jpg So now you will have a set of 512x512 textures and a set of 64x64 LOD textures. IMPORTING Go ahead and open the Asset Editor in game now. Click the category you want, in this case I selected Vehicle and selected a template, I went to residential > sedan and hit continue. Now your filename should show up as an fbx at the left hand panel. You may need to rotate your model on the Y axis using the in game rotate button so that it will be facing the right direction when you view it in game. I've had side ways cars driving down the street before lol. Click Continue. Now you can edit the Material Color Variations as well as the speed. I believe that 20 is the max speed for the game. I've tried higher and nothing happens, but I know you can go slower. Then go ahead and save your file when you are done and check it out in game. You may have to go back rescale your model or change colors etc until it looks right. There you have it! A newly imported functioning, optimized model. If you are having trouble Importing the model you are working on, you may want to take a look at this thread linked below. It was a very helpful source of information for me as well as others when Cities:Skylines first launched. If all else fails you can search the forums for any specific related problems. Some issues with importing models UPLOADING TO WORKSHOP Once you have your game ready asset ready to upload to the Steam Workshop. Please Remember to leave a link in the description of your uploaded asset to the free model and to credit the original author for their original work! Thanks Closing As said at the start of this guide, I will continue to update this guide when I find out new techniques or information. Please feel free to share your ideas and thoughts to improve the guide. Thanks! If you are having trouble and would like to talk to someone live you can do so at the Modders IRC Channel. There are a lot of helpful people there willing to give advice. You can find it here... #skylines-modders @ irc.esper.net For those of you that don't know, you can't just type irc.esper.net as a website... You need to have an IRC client to access the chat. I suggest using Hex Chat which you can download here. https://hexchat.github.io/ Other Sources of Helpful Information Simtropolis.com - Cities:Skylines Modding - Open Discussion http://www.reddit.com/r/CitiesSkylinesModding CGSociety.org The Models used in this Tutorial USPS Postal Truck - By Supreme Ruler of the Universe Rolls Royce Phantom IV 1970 - By Gonzalo Feel free to ask any questions, Hope you enjoyed the guide!
  18. 1486 Assets Failed to Load GG! Pretty impressive implosion this time. The wait begins. GOOD LUCK CODERS! Checks watch, wonders when we can play our modded game again.
  19. Hey all, first I wanted to say thank you for all the time and effort you've put into making this game amazing. I've enjoyed many hours with your creations and wanted to start giving back to the community. I began making assets a month or two ago when my workload got slower than normal, and now I can't get enough of it I've mostly been working on smaller assets because I just started modeling in 3D two months ago, so everything is still pretty new. Thank you so much @Ronyx69 for making your videos available. I learned a lot from watching them Today I have a questions about illumination maps, my Rusty Warehouse 2 seems to have the windows illuminated all the time, and I don't know how to fix it: This is my illumination map: My other question for today, which I'm thinking I know the answer to, is: Can a single asset be both growable and rico? And if not, is the preferred method of differentiation to have 2 separate assets in the workshop? Or two .crp files in the same asset?
  20. Hey folks. So I bought the game when it first came out and MAYBE played 10 hours or so on it. Life got in the way but I'm BACK! Well anyways... I want to play in sandbox basically. I want to create and detail, etc. Maybe even do a city journal. I've been watching a few guys play and I subscribed to one guys assets and all on the workshop. I've been piddling around this morning and I've a couple or 9 questions. I'll start with just a couple. Hope someone can help me. For background, I have a RX 480 GPU and I'm running 16GB of ram. Now, as you can see from the screenshot, I'm getting a few failures on game startup (related to assets and a bunch of 'missing' assets. So... is there a way to clean all of that up where that stuff isn't failing or missing? Doesn't seem to hurt anything but perhaps my OCD isn't going to make it through. By the way, some of the items that are missing or assets that I actually want. So any guidance on getting them into the game would be helpful too. Also, so my expectations are realistic, for around 2k assets, is it normal to take a few minutes to load each session? I'm assuming the game is loading the assets into RAM for performance. I just want to make sure nothing is off here. Here is the screenshot
  21. I'm wanting to make my first Cities Skylines asset (a building near where I live), but besides making a very basic sketchup model idk what to do. All I have is the building itself, no windows or anything. So its safe to say I need help with this. How do I add the windows and stuff, and how will I be able to texture it? Any help would be gr8
  22. With thousands of assets already on the workshop keeping up to date is never easy, and missing some gems is often very likely. This new series is aimed to reduce this factor as we look at the most recently released assets on the workshop, giving them a quick in game review, sparking some inspiration for your next build. Every Thursday - Keep tuned!
  23. After I subscribe to an asset the game goes back to the home screen and I have to go back to the workshop again. It accepts the asset but does not stay on the workshop screen. It's a new pc. The game runs fine. Can you help? Thanks.
  24. It seems to me that all the 1:1 scaled buildings are either low density or landmarks. I cannot find properly scaled "medium density" buildings (or even the equivalent of default high density in SC4). My 1:1 scale housing projects based of the works of Le Corbusier are about the same height as L5 high density housing though the height of floors is properly scaled with low density housing. I understand that CO couldn't make properly scaled high density buildings within 32x32 meter footprints but there is such a wealth of buildings on the workshop that you would think enough people would ignore the unrealistic scale. Perhaps Soviets were undernourished and lived in cramped apartments with low ceilings but I figure that buildings were merely downscaled to fit in with default high density buildings. Could someone help me out by at least pointing me in the direction of 1:1 scale Ploppable RICO buildings?
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