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City-building game(s)

Found 13 results

  1. 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/
  2. 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!
  3. Hello all, So yeah, back again with this asset and trying to figure out how to update it. Since the last time, I was able to get the inversed/reversed textures sorted out, and I was able to extract one of the sub buildings, but can't for the life of me find the other. So as simple this may sound, can someone go into mod tools with this asset and find the other sub building for me. I've been looking for a while now, on and off, and just cant find it. Maybe someone can and just tell me where it is. I am assuming the other sub building has the asset tag UC_Part 2 as the other sub building has the tag UC_Part 1. I tried with quick filter and it has come up with nothing. Hopefully somone can help. That would be great! btw, the asset is the united center by Tomas13TO
  4. I want to load a savegame into the Map Editor so that I may publish it, along with its road network, as a map for new games. I just found this year-old post on Reddit regarding a Mod Tools hack that seemed to work at the time, but I tried it now and all I get is a readout of errors ending with “Failed to compile command-line”. Unfortunately, I know nothing of coding or modding, so I can’t troubleshoot this myself. (It’s possible I may be using Mod Tools wrong – this is my first time trying it.) Does anyone have a fix for this, or barring that, some other method of extracting a map from a savegame? It would be really appreciated.
  5. I know there is a mod called No Problem which disables these problems and prevents the annoying popup from appearing, but is there some script or an option in mod tools to hide this flag so it doesn't appear? I'm wondering if you could do it for a specific road while in the editor.
  6. It was mentioned that this can be done with modtools. How exactly? If you make a custom Match Day stadium, how do you tell the fans where to sit?
  7. 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
  8. Right now I'm working on redoing all the custom assets I lost in my hard drive failure. I had a big collection of vanilla assets I customized, and now I'm doing them again. I need to use Mod Tools to access some hidden props for a few of them, but I can't get it to open in the asset editor. I've tried CTRL+Q and CTRL+E, but neither works. What am I doing wrong? Or is this mod broken from the latest update?
  9. I am new to 3D modelling and not a lot of experience with texture maps. So it took me a long time to debug a problem with the illumination map output from Mod Tools dump. I do not think this is necessarily a problem with Mod Tools as it did not happen on the European models I dumped with it. The problem had first occurred with other models I had modified with Blender. To isolate the problem, I dumped a couple of asset buildings with Mod Tools and then went straight to the Asset Editor, Import to check out the problem. No blender processing, I imported the dumped .obj files directly to asset editor. Below you see the results with the original built-in asset on left side of streets and the Editor imported version of exactly the files that were dumped on the right side of the streets. At night some of the dumped/imported assets appeared to be randomly ALL lit up at night. Being a newbie to modeling it took me a while to focus on the illumination map. In the dumped illumination map almost all the mask value were 225 (= lights ON ALL over). It should have been 192 for neutral, i.e. no light at night. Changing the illumination map values from 225 to 192 with my graphics program (Paintshop Pro) fixed it.
  10. Instructions: Subscribe to Mod Tools Open the game and make sure that Mod Tools is enabled Load a city Open the Mod Tools console with F7 Paste the contents of this script in the command line and press Run (change "Basic Road" in the first line to anything you want) The script will replace the textures of the network you specified in the script: Diffuse: Program Files (x86)\Steam\SteamApps\common\Cities_Skylines\tt\Basic Road_D.png Normal/Specular Map: Program Files (x86)\Steam\SteamApps\common\Cities_Skylines\tt\Basic Road_XYS.png Grass/Alpha/Concrete Map: Program Files (x86)\Steam\SteamApps\common\Cities_Skylines\tt\Basic Road_APR.png The textures must be .png files and named after the scheme above ([Network Name]_[TYPE].png). Place them in a "tt" directory in the game's installation directory. Replacement lasts until you return to the main menu. A few network names: Basic Road Highway Highway Bridge Medium Road Medium Road Bridge Train Track Train Track Elevated Train Track Bridge Quay Flood Wall Canal Canal2 Canal3 You can easily find the prefab textures by selecting the network in the menu. Then in the Mod Tools scene explorer (CTRL + E), find Tool Controller > NetTool on the left and expand m_prefab > m_segments > m_segment[0] > m_segmentTexture on the right. The network must be selected while you do that. Here are a few example textures: Quay_D.png Quay_XYS.png Basic Road_D.png Basic Road_APR.png
  11. Hi i'd like to get more assistance in modding pedestrian paths and metro tracks using hex editor (i did not find a better way). Is there somebody who can guide me through with more specific questions? Somebody who knows better about hex editors? Thanks
  12. I made a little mod tools script that lists up the usage of all growables in your city. Quite useful for people who suffer from long loading times. Get the script here: https://gist.github.com/boformer/ba290d983a685de45bdf Get Mod Tools here: http://steamcommunity.com/sharedfiles/filedetails/?id=450877484 Open the mod tools console ingame (F7) and paste the script in the command line! You can also find the output in your output_log (so you can copy paste the workshop id).
  13. Hello everyone, I've been compiling a list of all the properties that I know of that are editable within ploppable assets, and what each one does and how to manipulate it. This topic will be a record of these and we can keep expanding it as more variables are exposed. For now I only know of properties within the ToolController's editPrefabInfo um, section, module or whatever its called. Once we learn more we can change the title of the topic. I'm not a programmer so I have really no idea what any of the code means or anything else. I just have patience to do tests, experiment and analyse. Please consider contributing your own discoveries to this list. -- FAQ What is ToolController and m_editPrefabInfo? Please consider contributing if you know more, as I have not really any clue. But I know that's where most of these variables that we can manipulate are located. I think these are only related to stuff you can plop, so when someone step up to provide us with modding information we can again, update this topic accordingly. (More info needed) How do I examine m_editPrefabInfo The best way I know of is through a Mod called Mod Tools by nlight. Get it here. Once you have the mod, enable it in content Manager, then open an asset that you wish to examine in the Asset editor. Click anywhere in the editor scene, then press CTRL+E to open the Mod Tools explorer. On your left is a huge list of um, modules or whatever they are called. Find ToolController. Click on it. Just down the list is another instance of ToolController, Click on it. Welcome to the Tool Controller. As you can see there are a bunch of lines of code and variables that we can apparently edit, but for now I've only learned what the stuff inside the PrefabInfo m_editPrefabInfo section does. So find the line that reads PrefabInfo m_editPrefabInfo and collapse it. This is where we will be fiddling with stuff. Why should I examine ToolController and m_EditPrefabInfo? If you want to modify your assets in certain ways, to make them more appealing or for any other practical reason, you'll want to learn your way around this interface. NOTE: Different types of assets have different properties. For instance, only props and tress have the m_createRuining property, which causes the dirt-patch to appear when plopped. For the sake of clarity, I won't include include properties who's effects are too obvious, or uninteresting. I'll also include properties that look interesting, even if I still don't know how to use them. Green = Information complete more or less complete. Orange = Partial information. Red = Very little information. Please comment below to add your knowledge. List of Editable Properties and what they do (Incomplete, more info needed) m_createRuining m_autoRemove m_circular m_clipTerrain m_flattenTerrain m_fullGravel, m_fullPavement m_placementMode m_useColorVariations m_expandFrontYard m_placementStyle m_material m_MaxBrightness, m_MinBrightness m_MaxScale, m_MinScale m_UICategory, m_UIEditorCategory m_UIPriority m_variations m_noBase
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