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City-building game(s)

Found 18 results

  1. Hi there! There's a building I would like to relot but I've run into some trouble when testing it. You can see at the front that the tower "eats up" a bit of the building at the front. Since it's a tall one, it's not that big of a problem, but it gets more noticeable with smaller adjacent buildings and with some props like trees. I'm also trying to make a ploppable overhanging verion, I think it would look good alongside FA roads, but it makes things a bit more troublesome: From what I understand about modding, a model's LOD is the "box" that actually serves as the object itself, and it extend to the full width, depth and height of the model; the textures are just mapped in a certain way inside this box. So the problem, it seems, is that the box extends even beyond the dimensions of the model itself, maybe when it was BATted they somehow exported it with a bigger box than needed?. You can correct me or make precisions if I have something wrong. So my question is if there is a way to make this "box" a tiny bit smaller, or adjust it with the reader and some clever manipulation somehow? And of course, I understand if it's not possible
  2. I created an lod for my custom model in 3ds max but for some reason when I load it into a game the model lod turns invisible when I zoom out. The lod does work in the asset editor though so I'm not sure why it turns invisible in a game. Can someone help me?
  3. I've tried really hard to figure this out on my own and come up empty, so I'm sorry if it's documented and I missed it x_x Anyway, I'm doing a basic 300% upscale on an already-large building asset in the asset editor. This means that the normal LOD render distance of 1000 meters is way too close and looks pretty silly. I've tried using Mod Tools to change m_minLODdistance to 6000 meters, which seems to work in the asset editor. But every time I save the asset and use it, it reverts back to 1000 meters. Does the game prevent this value from changing? https://19216811.CAM/ I know I could make it a prop with Adaptive Prop Visibility Distance, or Ultimate Level of Detail, but it's a high-ish tri asset so I would like it to have some LOD. Any help would be great! https://1921681001.id/
  4. Hi there! I'm having this kinda glitch with my LOD model when seeing from a little far. The middle insulador and 'feet' turn yellow, but I don't know how to fix it. Could you please help me? Thanks!
  5. I've tried really hard to figure this out on my own and come up empty, so I'm sorry if it's documented and I missed it x_x Anyway, I'm doing a basic 300% upscale on an already-large building asset in the asset editor. This means that the normal LOD render distance of 1000 meters is way too close and looks pretty silly. I've tried using Mod Tools to change m_minLODdistance to 6000 meters, which seems to work in the asset editor. But every time I save the asset and use it, it reverts back to 1000 meters. Does the game prevent this value from changing? I know I could make it a prop with Adaptive Prop Visibility Distance, or Ultimate Level of Detail, but it's a high-ish tri asset so I would like it to have some LOD. Any help would be great!
  6. Everytime i set my file's system unit scale and grid settings in 3dsmax and export it into the addons>import folder, the settings remain just as i left them until i open up asset editor in cities skylines and import them. My custom lod can't even be seen because the game keeps shrinking it to be way smaller than the main model even though i set them both to be about the same size. When i close CS and open up both files in 3ds max. the system unit scale and grid settings seem to be different than the way i left them before opening CS. Also the game keeps adding about 2,000 polys, i cant figure out what the problem is
  7. Hey everyone! I'm currently working on some re-textures of vanilla roads so I won't need Roads United to clog up my memory. It's supposed to be a US version of all vanilla + Network Extensions roads using some of the Roads United: US and North America textures. Finally I got into road modding after cgameworld released his awesome tutorial on YouTube (Link). Now I got a basic idea of texturing roads that have been exported with ModTools. So far so good. Now, I managed to make the basic 2L road work in game with ground and elevated textures. I tried to apply textures to the nodes as well, but for some reason, when zooming out, the nodes will turn blue. Elevated nodes will become entirely invisible. What do I have to do to make the textures work on the node LOD? The segment textures do not glitch out, they work fine! I have used 1024² textures for both and only the vanilla models exported with ModTools. My second question refers to both slope textures and the basic highway textures. In the screenshot below, you can see how the National Road acts all weird. I have used the textures in the other images. For those, I have looked at the APR map from inside the extracted .crp file. Slope textures behave similarly to this one. Does someone know what I've been doing wrong? Do the textures need to be 1024x1024, too? There are no other "base" textures for the highway, and for the slope there's also only the 2048x1024 one. Sorry that this has become such a long post, but any help would be appreciated Have a good one! Feare
  8. Hello community ! I have a problem with node lods. They don´t work when the mesh is used as a node. If I use the same mesh as a normal segment piece, everything works as intended. I tried using capital letters for the "lod" - ending, changed the mesh different times after exporting some vanilla lod meshes, changed the shader and I have tried different "alpha maps" ... (aka pavement, road, alpha)... but in the end nothing changed the result. Everytime there is just a hole in the middle of the node or at the endings (as shown on the picture). I hope there is someone here who had a similar problem and was able to solve it ... Thanks in advance !
  9. I created a building, the lod looks weird in the game,but it looks fine in the assets editor, the color became odd,and whole building illuminated during the night from far distance.Here are some pictures I got. By the way,my lod file's tris is pretty high,about two thousands, is it the reason caused the problem here?
  10. Hey there, I'm fairly new to Cities and creating content... like a week ago! I made a building and have had plenty of trial and errors I've managed to figure out with all helpful tutorials on here. And just when I thought I was done and ready to upload my first building... the LOD imports in the wrong direction! Its fine in Blender... lines up with the main mesh. So I'm not sure what to do. Any suggestions? Thanks!
  11. Hi, i've noticed a minor issue with alot of vehicle assets of mine, when zoomed out of an asset there seems to be a large white shine on some parts of the vehicle that fade when i zoom up closer. I thought maybe it was because of the lack of a custom lod model but it's only a few certain assets this issue exist. I always make my specular mask have a slightly off black color to coat the car with a slight shine. Heres an example if it helps. I don't consider it much of an issue but does anyone have any idea what might be causing such? Thank you
  12. Hi there, i just loaded my last model into the editor and after that i did a test on a map .. when zooming out i am getting strange behavior. First : it seems there are now 3 models - when zooming out i am getting : Model , LOD1, LOD2. LOD1 has kind of a strange texture and LOD2 is the one we all know - but this one is now aligning to the area. For my ships that mean - if you are zooming out - you have a sunken ship when getting to LOD2 - same for older models that runs fine before GreenCities. In the Editor i am not getting this behavior - just ingame. Just the models : Picture 1) here you see on the Water a LOD and sunken the same LOD (this happen at one specific zoom - one zoom more or less and one of the two disapears) Picture 2) here you see my sunken Yacht .. and also that what i call LOD1 (strange texture) for the big passengership (that has no Textures and no LOD) i am really disapointed - each update they mess totaly the workshop up -
  13. When a prop has no LOD (I don't know how this happens... I thought the game auto-generated LODs for models when you don't give it a custom one), does the engine draw the main model when you're far away? Basically I'm trying to figure out if props with no LOD models kill your performance.
  14. Hello friends I have a problem and I know that here I will find the solution. I have created a subway station, everything is fine with the station I have problem with the LOD. In editor everything looks good, when I move the camera the LOD works looks and with the texture and everything, but to save the file and I see it in the game the LOD RUN BUT do not see the texture is seen in White. Mod LOD only has 500 Tris
  15. Hi everyone, I have a problem with my Lod. It is really smaller than the "normal" model. I created the model in sketchup, I export it in FBX with the thomthom plugin. Everything seems ok. Unfortunally the LOD has a lot of problems if I create it with Sketchup (facade desappears, mirror effect...) ; someone on this forum advices me to use an other software. Accordingly I export the LOD in collada and texture it in Blender. After, I export the object in FBX... annnnnd... the LOD is really small. Dont know what to do. Probably something quite simple. When I export into FBX the scale objet dont seems to change something at all (tried 80, 800, 1... !) Suggestions, ideas ? Attercap
  16. This problem is Solved! If you are having a similar issue, please look at a few posts below. Hello all! It's been a while . I hope you don't mind if I ask you about a little something problem I have. Basically I made this building... ...and released it. People then sugested me to make a LOD for it, so I made one. Imported it and loaded the Asset Editor, it looked nice!. I then added the props, and just before updating this I decided to test it in one of my cities... you know... just in case... And guess what, the custom LOD texture didn't work! whyyy??? And oh boy, my journey began. Exported the models again just in case, uppercase LOD, lowercase LOD, uppercase this, added specular, alpha and normal maps for the LOD, changed its resolution to 1024 and 256, imported and exported and imported again, and it never worked. I would always get a 100% working LOD texture on the asset editor, but it would NEVER work in game, I would always get 100% reflective textures or a crappy automatic texture. Here is what I mean. The two lower pictures are with the LOD activated. And this is what the Import folder looks like: I will give a giant digital hug to that one who helps me fixing this Thanks!
  17. Just bought this over the weekend because it sounds a lot like what I've been looking for. Haven't had a chance to play it yet, but I'm itching to give it a go. The workflow for modding it in it seems to be a lot closer to other modern video game development than SC4 was, as well, with 3D assets instead of pre-rendered imagery so I think it will be much more friendly in that sense. I have some experience in low-poly modeling years ago, but not recently (though I work in 3D professionally, it's solid CAD modeling with NURBS, so not translatable at all to polygonal modeling). I have a variety of reasons for learning poly modeling now, so I think the low poly nature of C:SL will give me a perfect learning ground to coming to terms with the processes before I venture into more difficult things for other games and work. I have a few questions about C:SL modding specifically, though, that I haven't seen answered anywhere. - Do props use the same texture setup as buildings do (that is, do they support normal maps, spec maps, etc, or just a diffuse map)? - Is it possible to have any 3D extend below the ground, or do we have to use tricks here? The Reddit AMA says that the building vertices must be at 0, but what about props? I've seen a sunken park for download - any ideas how this was done given the stated limitation? - We've been given a rough poly limit for buildings (100 for the LOD, 1000 for the building and up to 10K for really large structures) but what about props? Do we have a limit of # of props and polycount for them? - Does the game support double-sided faces and alpha maps? - The AMA states that the buildings must all be one object - but does this necessarily mean that all vertices are connected? I'm given to understand that you can collapse a hierarchy into one object but still have disjointed/intersecting faces, and leveraging that could help keep polycounts down. Has anyone tested this yet? - The AMA states that custom animations, and specifically skeletal animations, are not possible - but has anyone found a way to use the existing animations on custom props yet? The AMA seems to indicate that this should be possible - in the future at least, if not now. The functionality is clearly there. - Has there been any indication when we can expect the be able to model new vehicles for the traffic? - Is it possible to have 'seasonal' variations? This wasn't something explicitly part of SC4, as I recall, but some modders were able to have seasonal trees and other details. I'd like to build some assets that appear in summer only, for instance. - Because C:SL uses agent based simulation, will it ever be possible to do something like the 'big dig' project in SC4, where you 'convert' vehicle traffic into subway traffic? Does C:SL allow you to build tunnels at this point? I'm sure there's many more things that I haven't thought of yet, but that's a start, anyways. Thanks for any insights you guys can offer!
  18. Hello, I am wondering if anyone has any thoughts on this. I have a model that I have made an LOD for. When I place the LOD in the import folder and then go to make a new asset using my main model, the asset editor will not advance beyond the screen where I select my model. I hit 'continue' and nothing happens. This is fixed when my LOD is removed. Has anyone experienced this? Some info about my model: My LOD is under 100 tri's. When I import the building I need to scale up by 1000 for it to be correct (even though Maya is set to Meters.) Thanks.
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