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Showing results for tags 'decals'.
Found 4 results
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Been toying with something lately Obviously still quite rough and not very featureful yet but the concept is there! Inspiration is from the brilliant Intersection Marking Tool mod for Cities Skylines
- 5 Replies
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- 19
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- dll
- road markings
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Hi, I'm wondering how I can manage to put decals on top of other decals. As you can see in the picture, I have some tile decals in front of that church, now I want to put some planters for trees on top. However, the planter is placed below, so he vanishes. Same goes e.g. for parking markings and the like - they alway are hidden by the tile decal. I'm using the "Move it" mod, however the normal "page up/down" for adjusting the height wont work here. Any help appreciated :-)
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I want to modify decals of road arrows in my games so they would be same as in my country. I checked Roads United: Core+ mod and noticed that there are templates for arrow props, I got all the software to open .ai files and etc. What I ask is - can I modify road arrows (decals) and bus lane decals without using Roads United? Is there a way to get textures using ModTools and then making decal-only mod?
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Custom Ground Textures and other interesting prop shader tricks.
boformer posted a topic in Cities: Skylines Modding - Open Discussion
Ok, here is the answer: Decal Shaders: The shader name is "Custom/Props/Decal/Blend" for road arrows, parking spaces, tiles, old asphalt"Custom/Props/Decal/Solid" for manholesBoth props use a simple box as a mesh, and a diffuse + alpha texture. This stuff could probably be used to create custom ground textures (e.g. for plazas, or flowerbeds, or a crime scene). It opens up so many possibilities. Fence shader: The prop hedges and industrial fence use the "Custom/Props/Prop/Fence" shader, which is quite self-explaining. It makes the prop follow the terrain. Default Shader: "Custom/Props/Prop/Default" Script to change the shaders: https://gist.github.com/boformer/38d97d663779d48a21ed (Important: Read the comments and modify the script before you run it!) Use the Mod Tools console to run the script. Here is a test result using a simple cube and the script run with the set vakzes. I don't understand completely how it scales the texture: It seems like the UV map of the cube is ignored.

