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City-building game(s)

Found 4 results

  1. Common understanding is that you "reverse the red channel" on normalmaps for Cities:Skylines. I've been doing that (via heightmaps converted to normalmaps on normalmap-online) ever since I started modding buildings, over a year ago. I'm thinking it must be right, because I've checked my normal maps in game and they look correct. If the shadows were backwards or something, I think I would have noticed. Until a week ago, I had never exported an .fbx in my life. I have only worked in blender and I have only exported .obj's with no ingame rotating or scaling on import. Are we learning now that your output method or import method could have different effects on normal maps? In making my road, we discovered a very odd situation: the only way to get it to look correct and consistent in-game was to create a normal map like this: 1. For faces with unpainted vertices: reverse the GREEN channel in the normal map 2. For faces with magenta-painted vertices (to prevent texture scrolling), DO NOTHING. This was a very odd discovery! Surely you should not have to make half of your normalmap one way and the other half another way! Are we sure about all of this? Should CO be informed? Those of you that are pro modders that understand the tech of normalmaps and the unity engine, could you please enlighten us a bit? @Ronyx69 has been researching this. What are your latest discoveries?
  2. Strasse 17 Juni export files

    Version 1.0

    1,258 Downloads

    Making this road was made more difficult by the scarcity of examples that I was able to find. By uploading these files, I hope to help to remedy that situation a little bit. To import them correctly, you will need the four custom props from the workshop: 1. Urbi streetlight by me: https://steamcommunity.com/sharedfiles/filedetails/?id=877500410 2. Linden trees by MrMaison: https://steamcommunity.com/sharedfiles/filedetails/?id=1501682221 3. Planters by Armesto: https://steamcommunity.com/sharedfiles/filedetails/?id=1292244368 4. Bus shelter by SvenBerlin: https://steamcommunity.com/sharedfiles/filedetails/?id=926850810 You can get the template with all of the lane widths and prop placements by downloading the road from Steam workshop and opening it up in the Road Editor.
  3. Hey all - did anyone notice that several types of trees and nature assets have wonky normals? I noticed this issue at least on a few trees/bushes as well as some of the grass assets that I've made in the past although I fixed them already. Now they have the same issue again. I remember 6-7 months ago going into the assets to fix a vertex normal issue and it seems for whatever reason the issue has reappeared, but I'm also lightly noticing it on several other types of assets as well. Does anyone else see this problem? Could it have been any changes to the game that might have messed with once working and normal looking assets? Has anyone else noticed any weird normals issues going on with some of the plant life in game?
  4. new city

    lets trigger most important city parts how hard was this road to get here only my stomach know need to stay somewhere this night may be to talk with officer to lodge me in the building near police very peacefull places maybe here to stay this corner of the city really never sleeps i need to find a hotel and to think what i have lose in this shity place this must be the stupid center and there is no hotels here wtf i'm tired and probably will stay at the train station finally the day has come and need to ask somebody what job i can find i'll not find here any job closer to the city edges maybe holy $%&^! how th f.. here people are living better go back to the centre mother fu... jam go back to avoid and enter from other part of the centre the day past so fast need to meet somebody between this amount of small shops where can i get $%&^! for this night the night was great i've met a girl not expensive and she told me the life in this part o f the city is not so bad as i think, people here are hard-workes and they do not mourn for money now to the right or may be at the next intersection okay die who told me that at this part of the city there is no jams generally the city looks not badly except its gridy districts omg here it is the city end silicon valley cemetery should be
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