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When I made the Random Tree Rotation mod, I also investigated if there was a way to rotate the LODs. Trees have no real LOD. Instead the game renders a tree once per frame on a separate canvas (which can be seen in Modtools), then cardboards with this canvas are drawn on the terrain. That's the reason why LODs can not be rotated. After thinking about it, I think I found a way to add rotated tree LODs. Instead of having one canvas, a mod could add 16/8/4/2 canvases to render the tree with different rotation parameters. Then the mod selects one of the canvases depending on the position of the tree on the map. In the same go, the mod could enhance the LOD quality by increasing the size of the canvases, enabling AA etc.
So what with the Environmental DLC coming up I thought I'd voice a mod Idea that I've had for a while - unfortunately I don't have any time to test its feasibility or its success but if anyone thinks they could do it, I think it would be quite interesting! A percentage of people make it known that the end game for CS gets a little quiet once you reach a certain point of development, and their lack of wanting to make changes to their city without being forced to is probably a part of that. ND addressed this by giving people the ability to lay waste to their cities and need to rebuild. My idea falls in the same line but a bit more gradual and not necessarily as dramatic. The Idea: Rising Sea Levels. In the game we have 2 types of water controls, we have sea level and we have water spawners. The sea level has a set value that it fills to. This would be the value that the mod would control. this wouldn't affect spawners so rivers and waterfalls would still act as normal. How it would work: after a set number of years the city i played, for instance 50 years. The mod starts slowly adding a configurable integer to the sea levels value. this integer could be controlled by either player controlled options panel - the player would set how much high the level rises per period of water rising a formula based on the amount of non renewable resources are mined/used in power stations. (more CPU heavy I suppose) Then another set number of years could mark a periodic rise in the sea levels. So every 5 years after the first 50 years the sea level could rise by 0.2m(example). the mod could even add a hard limit so the water wouldn't raise above a certain point (maybe randomly generated so the player can't plan ahead and just build above the final sea level) The desired effect of the mod would be to slowly increase the sea level of the map over a long stretch of time, enough time for the player to build up a vast city and then need to change the planning as the lower levels get flooded permanently as the sea levels rise. The player would hardly notice it as it slowly rose, but the gradual effect would become more and more pronounced as the levels rose and more buildings became flooded. various remedies the player could do to counteract these rising tides: demolish and rebuild on higher ground use dams/quays/seawalls to hold back the tide raise the terrain move water around using the water pumps and water outlets. probably a combination of the above or something i can't even think of Just thought it would be cool!
Yellowfin posted a topic in Cities: Skylines Modding - Open DiscussionAt the moment I'm currently working on map theme based on Hokkaido (along with a fictional map to go with it), and I'm hoping I can get some feedback and assistance with finishing this. I'm also wanting to create a Japan-style network skin (mostly because not only is manually detailing countless roads tedious, but decals count toward the prop limit). I have some additional screenshots (from an older, now-broken save) that show off a few other things (like the concrete texture), although I had a different LUT active (rather than with the default temperate LUT seen below): http://imgur.com/a/cb2CK Would anyone be interested in kicking me in towards the right direction? Voice chat and screensharing over Discord is an option for whatever it's worth...
1,009 DownloadsIntro The SAM (Street Addon Mod - NAM) is one of those indispensable mods, adding a wealth of variety to street networks. But SAM 6 however was a little too bright for my tastes, so I've darkened it to reduce it's visual impact. This is one of those little things I often tinker with, I figured some others may find a use for it too. On the way I've added optional support for the following: Full EU Textures. Additional crossing support for both PEG205 and RealRailway (RRW) crossings. Modified many avenue and rail pieces to add grass to better blend in with your game. v2.36 (Sep 17) - Added support for new NAM 36 content (WRCs & Elevated RRW). Install First, note if you are updating from v1 of this mod, you need to remove that manually. Find the folder z____MGB Darkened SAM-6 Mod (assuming you used the default setup) and simply remove it. Run the included .exe Installer, built with NSIS. It will allow you to choose from a number of options and then install the files you need, simples! If you don't like installers or are a Mac/Linux user, the option is there to open the archive with 7zip or similar. However it may be tricky to find the right options, not a lot I can do about that sorry. By default this mod will install to the directory z____MGB Mods/Q - SAM6 Darkened. I highly recommend you DO NOT change this. It's been smartly designed to integrate with many other mods if left alone. Users of the RRW Reskin will want to manually delete the rail textures after install file (SAM 6 Darkened Rail - RRW.dat) or overwrite it with the equivalent from RUM for RRW. (note this is not yet in place at the time of writing). Please read the included readme, as always it contains important information. As for all my mods, after installation, you can find it in: My Documents\SimCity 4\LEX_Downloads\MGB Mods This is to avoid clutter in your plugins folder Dependencies Network Addon Mod (NAM) with the Street Addon Mod (SAM), specifically SAM 6 selected. Support Having problems or Got comments? Then please visit my support/development thread on Simtropolis: