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Found 97 results

  1. 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
  2. 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.
  3. 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
  4. 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
  5. 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.
  6. 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?
  7. 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!
  8. 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?
  9. 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?
  10. 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
  11. Is there a way to do this? I'd like to do it for 2 reasons: 1) Make a collection of assets to share a savegame. 2) get rid of assets that I'm not using I find that sharing a savegame with 1000+ assets is so incredibly tedious. I love that people still do it. There have been some epic savegames shares, with accompanying collections of mods and assets. How can we optimize this process so that we can share savegames with each other?
  12. I have had a few People tell me that they can't enable one of my assets in content manager. And it has worked in the past. They have noted that they found it missing in game, so when they check content manager they found this. I tried to update it. it runs through the update process but does not update according to steam. https://steamcommunity.com/sharedfiles/filedetails/?id=894451887 and help will be appreciated.
  13. To Come from pdelmo.
  14. 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
  15. Please lets fill in this survey to give others how and where to improve for more performance and FPS.
  16. Its seems that I can't just sit down and play this game, Don't get me wrong I love it it's great, The best city builder that we have ever been graced with and it has certainly set a new bench mark and lifted are expectations of what should follow. However at the moment I seem to spend more time in the workshop looking for new buildings, Cars and mods that I will never have time to actually build or play with as I'm always in the workshop but I still "NEED THEM ALL", Am I alone on this or is this a subscription addiction that touches many past me. Lets see how many people can relate to this below.
  17. http://steamcommunity.com/sharedfiles/filedetails/?id=881161181
  18. I finally found some time to start working on some assets, im still learning stuff but i think i can start making models for this awesome game 1x4 House
  19. The assets editor has built in save routines for these things, but there is no user interface to set them: Prop Variations and Tree Variations: For "Container" assets which place a random asset with probability, like the default billboards CO added a user interface for that Completion Message: Tweet which is displayed when a ploppable building is placed. Vehicle Doors: Probably the place where people are entering a vehicle. There are flags for Enter, Exit, Both and Load Building Sub Meshes: Meshes which are only displayed when a certain criteria is met (e.g. building is disabled), with their own shader and texture. Not to be confused with sub-buildings. Vehicle Sub Meshes: Meshes which are only displayed when a certain criteria is met, with their own shader and texture. Not to be confused with vehicle trailers. Critiera: TransferToTarget, TransferToSource, Emergency1, Emergency2, WaitingPath, Stopped , Leaving, Arriving, Reversed, TakingOff, Flying, Landing, WaitingSpace, WaitingCargo, GoingBack, WaitingTarget, Importing, Exporting, Parking, CustomName, OnGravel, WaitingLoading, Congestion, DummyTraffic, Underground, Transition, InsideBuilding, LeftHandDrive Depot Spawn Points Prop Parking Spaces: For custom parking props, with specified vehicle type, like Helicopter, Car, Bicycle Prop Special Places: For custom "hang around markers" and things like benches Prop Effects and Vehicle Effects: Light and sound effects for assets
  20. Hey all, I've ran into a bit of free time lately, but I'm away from my desktop and finally decided to tinker with making 3D models. I've been thinking about doing it for awhile, but I haven't had the time to plug away making anything worthwhile. For now, all the modeling will be Seattle/American related to fulfill my desire for accuracy on the city journal side of things; however, I will release to the public as people will make use of them in one way or another. I'll be covering a wide range of architectural history and most of the buildings/assets for Seattle help make the city skyline unique compared to others. Also not on the list are various other buildings of various significance, but will be added in at a later date as my technical expertise on modeling improves. For the most part, these listed buildings below have various degrees of difficulty to achieve and should be a good learning curve to go beyond this set of 22 places at some point. The first building in design at the moment is the Safeco Plaza (#5), a 50 story, 160m tall office building that was Seattle's tallest building between 1969 to 1985. At first glance, it looks like a fairly straight-forward box office building but after a good look in Google Street View, I noticed that the four corners protrude out and that the ground floor entry is entirely glass and depressed inside by several meters. I'll be revealing progress shortly...
  21. Spoke to use the one-way train track mode to make a train station and split the track so as it goes around the station. A double sided platform. How would I make the game recognize this as a stop? I am recreating the Chicago expressway stations
  22. Welcome! This topic is meant to be a sort of database for my upcoming and future projects, and a place to discuss them. RULES: No Profanity Be Respectful to All Keep Posts Relevant to the Topic
  23. Hi Simtropolians, I'm trying to get into importing buildings into the game. I'm learning blender. I was able to import my first built-from-scratch prop (a Berlin Checkpoint Charlie billboard), so I'm happy about that! But now I'm trying to import a building, and the ASSET EDITOR will crash the game completely as soon as I click on the .obj file in the list. I don't think it has anything to do with my model, because it crashes even when I click on a model that I just exported with mod tools and the "Dump asset" feature. I think it has to do with the fact that I am subscribed to about 500 workshop assets. I have a brand new beefy rig (my savegames load quickly and my FPS is decent), but perhaps what is "ok" for savegames, is not ok for the asset editor. Is there an easy way to temporarily clear out all of my assets, and then later easily bring them all back in? I would make a workshop collection, but that process seems to really suck because you can't add all of your assets in bulk. As far as I know, you have to add them one-by-one. So is there another way? Like rename a local file directory or something? Thx in advance for your help.
  24. Version 1.0.0

    3,518 Downloads

    %appdata% > Local > Colossal Order > Cities_Skylines > Addons > Assets
  25. Has anyone else run into this problem? When I try to assign an asset a style, after I click on the desired style it just hangs. One of the things I have really liked about this game is the ability to create and assign asset to custom styles. It really helps to create more realistic, periodic specific neighborhoods so it has really rendered the game unplayable for me. I'm running it on Windows 10 (64-bit) and I've checked my RAM and there appears to be no issues there either.
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