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Found 30 results

  1. It says that there are no resources in the ground.
  2. This example shows how to use custom resource types and limits. Previous versions of the game were limited to the built in resource types. Food, Iron, Wood, etc. There are 10 Custom resource limits that can be used however modders see fit. Once the mod is loaded, the status bar, resource limit window, and the town hall production and graphs will show an additional set of resources. Currently these are simple called Custom0, Custom1 ... Custom9. It's up to a modder to change the string tables to define what each custom resource is. To build this mod, run bin\x64\Tools-x64.exe /build limitResources.rsc /pathres ../example/limitresource /pathdat ../example/limitresource/bin You can build the mod into a package like so: bin\x64\Tools-x64.exe /mod Package.rsc:limitResource /pathres ../example/limitresource /pathdat ../example/limitresource/bin To test the mod by itself, you can run the game forcing it to only use packages. bin\x64\Application-x64-profile.exe /onlypkg There are 10 custom resources available. This mod doesn't actually modify any buildings or resources to use the custom types. Here's an overview on how you would change the Apiary to use a custom resource type and limit. In the building example, open Template/Apiary.rsc. Modify the ConsumeProduceDescription to use a custom resource type. It currently is food. Change ResourceLimit _resourceLimit = Food; to ResourceLimit _resourceLimit = Custom5; Modify the ResourceLimitUIConfig to use a custom resource type. Again change ResourceLimit _resourceLimit = Food; to ResourceLimit _resourceLimit = Custom5; // this could be Custom[0..9] Modify the tooltip UI elements to change the text on the tooltip String _toolTipText = "FoodLimitTip"; becomes String _toolTipText = "Custom5LimitTip"; Modify the text UI element to change the text on the dialog String _text = "FoodLimit"; becomes String _text = "Custom5Limit"; Note that in this mod Template/Citizen.rsc and Template/StorageBarn.rsc have been modified to be able to store certain resource types. For your own storage areas you'll have to modify them as needed. RawMaterialFlags _storageFlags = Edible | Fuel | Tool | Wood | Stone | Iron | Health | Clothing | Textile | Alcohol | Custom0 | Custom1 | Custom2 | Custom3 | Custom4 | Custom5 | Custom6 | Custom7 | Custom8 | Custom9; If desired change all the string table entries for Custom5 to match whatever you want your resource type and limit to be called. There are several places to change in the StringTable.rsc. Their names are Custom5Limit Custom5LimitShort Custom5LimitTip Custom5Tip Type18 (this string entry is the named use when displayed as a graph in the town hall) You'll want to eventually modify the user interfaces to only display the limits and graphs that you want. Generally look for the word 'custom' in these resource files: Dialog/StatusBar.rsc contains the custom items listed on the Status Bar in game. Any custom field can be ommited if not all 10 custom resource limits are used. Dialog/TownHall.rsc contains fields where resource limits are placed used on the Production Tab in the town hall. It also modifies the production tab to have a scroll bar to keep the town hall window small. Some additional UI resizing may be needed. Template/TownHall.rsc contains the UI config that adds the resource limits to the TownHall dialog. Template/UtilityLimits.rsc contains the UI config that add the resource limits to the limits dialog. Dialog/StringTable.rsc contains strings used to name the custom resources. To remove custom resources that are unused from the graphs, simply leave the strings blank, or truncate the list. Template/TradingPost.rsc contains changes to add custom resource types to the auto purchase UI list. Note that if you change this list you need to update the number of entries in the table in the UI. This is located in Dialog/Trade.rsc. (TableDescription tablePurchase needs the _height value to match the number of entries) Note that if two mods are loaded that both use a custom resource types that clash, behavior is undefined - resources you expect to be grouped with a certain type may have the wrong name and logically unrelated types will end up with the same resource type and limit. More than 3 resource requirements for a building This example shows how to use more than 3 resource items when constructing a building. Previous versions of the game were limited to 3, and if more were used a crash was seen. Once the mod is loaded, the basic wooden house requires six items for construction, Wood, Stone, Iron, Tools, Firewood, and Coal To build this mod, run bin\x64\Tools-x64.exe /build buildRequirement.rsc /pathres ../example/buildrequirement /pathdat ../example/buildrequirement/bin You can build the mod into a package like so: bin\x64\Tools-x64.exe /mod Package.rsc:buildRequirement /pathres ../example/buildrequirement /pathdat ../example/buildrequirement/bin To test the mod by itself, you can run the game forcing it to only use packages. bin\x64\Application-x64-profile.exe /onlypkg Here's a basic list of changes required to use more resources when constructing buildings In ToolTipToolBar.rsc, change the layout to have as many labelBuildX as are required (i.e. labelBuild3, labelBuild4, ...) In CreateBar.rsc, change make a similar change adding more labelBuildX as are required In Build.rsc change the storageTable to have as many entries as are required, plus an additional one thats used for the amount of work required. In whichever building you want, change the build section to have more items, See WoodHouse.rsc:build. Optional: If desired, per building, the UI can be changed to match the number of required resources. You'd have to change the UIDescription to point at a dialog with the correct number of items in the storage table, instead of the default "Dialog/Build.rsc:build"
  3. Freeland Yak Stew Company

    Version 1.0.1 - Restored

    376 Downloads

    Credit for the bat goes to Berserk666 and this file will be changed over to @STEX Custodian This is a future dependency for Lot by Patfirefghtr... Installation: Copy/Extract the Berserk666 parent folder into your Plugins. If you extracted the ~Documents folder into your plugins, too, it's highly recommended to keep it, but move it out of the Plugins folder. Un-Installing: To un-install the files, simply bulldoze every lot from this download in your cities and delete the files from the plugins folder afterwards. To avoid conflicts, please, it is highly recommended to use any of the third party cleanitol tools and remove any previous versions from your plugins. In the ~Documents folder in the main ZIP you can find a Cleanitol_Berserk666_FreelandYakStewPlant_Props.txt file and by using either the newer nos.17's SC4 Cleanitol or the older BSC Cleanitol tool you can search and remove old and outdated versions of these files.
  4. So I find that the Orion Mod while great in some aspects, creates several issues with location based resource gathering (i.e. coal, water) and possibly land value and worker faults. This was explained in the Orion Mods download page, however since its been years without a resolution to these issues, can someone point me in the right direction to start working on fixes? SimCityPak for SC2013 has opened up many questions on what and how to adjust the game, and I really want to revive my city building skills.
  5. Is there mod or way to get unlimited resources the limited is really limited my fun with the game please help
  6. Obviously, most people have Google Maps and know where to find it. This thread will compile lists of lesser-known map sites that have topographical information, geology, roads and rail lines. If you have a link, post it here. maps.stamen.com http://maps.stamen.com/#watercolor/12/37.7706/-122.3782 National Geographic MapMaker Interactive https://mapmaker.nationalgeographic.org/
  7. Hi, I want to make some more unique factories and some alternatives that make commercial zone goods like the fish factory. Are we able to change the input and output resources? I can change the amounts in and out in the asset editor but can't find any info about changing the base resources? is it possible?
  8. Previously Pinned Mac Topics Purpose of this Topic As part of the continued renovation of Simtropolis we are working to reduce the clutter of pinned topics. When there are too many of them they often times get overlooked. We have decided to improve this by providing all the older linkys here in one thread. You are still welcome to reply to any of the linked topics if there is something useful to add, or a question you'd like to ask. Tutorial for SC4MacInjector & Ways to use it Running SC4 on a Mac Getting started on the STEX for Macintosh users Macs - RH Update Get your Maxis files here! Mac made City Journals FAQ: FileJuicer and .exe installers Mac Book home/end keys Running the DVD version of SC4 on Intel Mac Upgrading to Mac OSX Lion? BSC Mac Archive And now the most up to date topic by @c4bl3fl4m3 which is the only other one pinned in this forum: SimCity 4 for the Mac 101: In A Nutshell (A.k.a. What I wish I could have found in one place when I first started)
  9. I actually like SimCity 2013, my problems are map size, and resources. I do have others but there not too bad. Recently I've wanted to mess with mining and drilling because I never really did it, but I run out of resources SO FAST! Are there any mods for infinite resources? Are there some in the works? I want to know.
  10. Hi modders. I'm trying my first map and I am looking for some tips on how to add the oil, minerals, and fertile land areas. I'm trying to do a realistic Stockholm east, Sweden. Here is the basic topography: I'd like to add the resources but I have no idea how to approach this. Should I manipulate an image and use a script? I tried to paint them kinda haphazardly and they always looked terrible. How can I add them in such a way that the map looks more realistic? another pic with trees and a few roads added: thx in advance for any advice
  11. 0. INTRODUCTION Welcome to the BAT - Getting Started / FAQ / Resources / Help thread. This new thread replaces all of the functions of the previous BAT - Mega FAQ, BAT - Troubleshooting & General Discussion, 3ds Max - Troubleshooting & General Discussion, and BAT4Max V.5 threads, and adds the Getting Started guide. This forum's moderators are: @Jasoncw @JP Schriefer @MushyMushy @T Wrecks @Toothless Stitch @Terring Below are links to the different sections of this thread. 1. Getting Started Guide This guide will... guide... you through installing all of the programs needed in order to BAT. 2. FAQ (2.A. Export Problems, 2.B. Preview Render Problems, 2.C. General Problems, 2.D Installation Problems) Answers to the most frequently asked BAT questions. If you have a question, check here first. 3. Resources A list of links which you might find useful. 4. Help If you need help, and you weren't able to find a solution to your problem in the FAQ, you can post about your problem in this thread and someone will try to help you. Over time, an archive of questions and answers will develop, which you will be able to browse through to see if someone else has already had the same problem as you. This thread is the right place to post questions for anything BAT related.
  12. So i was wondering if there is any way i could change the config or something to make it so resources never run out, such as water, ore, coal and oil. If not, could somebody possibly make a mod? I will donate 10 dollars on the spot. If you want me to increase it, fine
  13. Crashes and Problems (Previously Pinned Topics) Purpose of this Topic As part of the ongoing renovation of Simtropolis we are working to reduce the clutter of pinned topics. When there are too many of them they often times get overlooked. We have decided to improve this with a dual purpose pinned thread. Not only does this make it an All In One reference it also links to the original topics. Here's how it works: The first post of each of those previously pinned topics will be included in this one under the name of the original authors. This allows reputation points to go to the appropriate person while keeping all the relevant posts together in one place. The topics themselves will be unpinned, but you can still reply to them and that will bump them to the top of the forum list. There are two clickable links below for each entry. The first takes you to the full topic and the second is a Local Link to the first post of the full topic which is in this thread. We feel this will be advantageous because you can scroll thru all of them in one place here (and it tidies up the forum list). Tip: Use Ctrl+F to search for key words. Crash to Desktop? Look here first. Local Link Before you post a question about a bug or crashing issue, please read this! (Locked) Local Link How to configure SC4 to work with your new hardware Local Link Windows Update KB3086255 blocks SC4 from starting Local Link Guide: Running SimCity 4 on Windows 8 Local Link Windows 10 Problem Reporting Thread Local Link Binary Search for Plugins Conflicts Local Link Getting rid of Brown Boxes Local Link Tutorial: Applying the I-HT Bug-Fix correctly Local Link Tutorial: Growing Empty Lots and How to correct them Local Link You will notice this thread is locked. We have found when replies are enabled for this type of thread they tend to go off topic quickly so it works better if you reply in the linked threads or create a separate new thread where ideas and questions can be explored in the proper context. Note: When this post was created the local links go to the posts in the order you find them in this thread. However, as additional noteworthy topics are added they will be placed in the appropriate place in the above list by category, but the copy of the first post of said noteworthy topic will be appended to this list. (The board software does not allow us to sort the post order.) Disclaimer: One difference you will notice in these copies of the posts is that all link previews have been converted to normal, clickable links. This was done because having a couple dozen preview style links were really borking page load time. I do hope the original authors will understand the need for this editing.
  14. Previously Pinned Topics Purpose of this Topic As part of the ongoing renovation of Simtropolis we are working to reduce the clutter of pinned topics. When there are too many of them they often times get overlooked. We have decided to improve this with a dual purpose pinned thread. Not only does this make it an All In One reference it also links to the original topics. Here's how it works: The first post of each of those previously pinned topics will be included in this one under the name of the original authors. This allows reputation points to go to the appropriate person while keeping all the relevant posts together in one place. The topics themselves will be unpinned, but you can still reply to them and that will bump them to the top of the forum list. There are two clickable links below for each entry. The first takes you to the full topic and the second is a Local Link to the first post of the full topic which is in this thread. We feel this will be advantageous because you can scroll thru all of them in one place here (and it tidies up the forum list). Tip: Use Ctrl+F to search for key words. Topics For Getting Started INFO: Getting Up and Running Local Link For the Eager, Yet Overwhelmed Newcomer Local Link Get your Maxis files here! Local Link SC4 Extra Cheats DLL Local Link Topics About Adding Content Boggy1's Quick Guide to All Things Custom Content! Local Link SimCity 4 Frequently Asked Questions Local Link Top Ten Modd Suggestions Local Link Where to find some of the best SimCity 4 content Local Link Useful Information For Newcomers To Simtropolis! (Previously locked, so no replies allowed.) Local Link Music: (This one will remain pinned, but is included here for reference.) Comprehensive SimCity Music Collection, Version 3 Local Link You will notice this thread is locked. We have found when replies are enabled for this type of thread they tend to go off topic quickly so it works better if you reply in the linked threads or create a separate new thread where ideas and questions can be explored in the proper context. Note: When this post was created the local links go to the posts in the order you find them in this thread. However, as additional noteworthy topics are added they will be placed in the appropriate place in the above list by category, but the copy of the first post of said noteworthy topic will be appended to this list. (The board software does not allow us to sort the post order.) Disclaimer: One difference you will notice in these copies of the posts is that all link previews have been converted to normal, clickable links. This was done because having a couple dozen preview style links were really borking page load time. I do hope the original authors will understand the need for this editing.
  15. Is their a mod that gives unlimited oil & ore? For to search on here is next to useless and to google search gave me no result either
  16. I know this has been addressed but there's a lot of the same advise out there. This is more for after you have tried some troubleshooting. The problem I'm having is after attempting to build a Great Works project (in my case the Arcology), I am unable to send and resources to it. My city specializes in alloy and metal production. Here is how I have it set up: Global Market for Alloy: Set to "Use Locally" Traffic: Moderate but not an issue "On" button in Arcology Regional screen (used to start sending resources): Green on all resources Trade Ports: Full of Alloy and maximum amount of delivery truck garages When I look to see if trucks are even going to the Arcology in the regional screen, they are not. I successfully sent 20 alloy, then it just stopped sending. I have restarted the game, still nothing. Does anyone have any advise on how to fix this issue? Maybe there's a patch I haven't heard about? Love the game but DAMN is it glitchy.....
  17. Jan Mayen Island

    Version 1.0

    2,496 Downloads

    Jan Mayen is a volcanic island in the Arctic Ocean and a part of the Kingdom of Norway. It is 55 km (34 mi) long (southwest-northeast) and 373 km2(144 sq mi) in area, partly covered by glaciers (an area of 114.2 km (71.0 mi) around the Beerenberg volcano). It has two parts: larger northeast Nord-Jan and smaller Sør-Jan, linked by a 2.5 km (1.6 mi) wide isthmus. It lies 600 km (370 mi) northeast of Iceland (495 km (305 mi) NE of Kolbeinsey), 500 km (310 mi) east of central Greenland and 1,000 km (620 mi) west of the North Cape, Norway. The island is mountainous, the highest summit being the Beerenberg volcano in the north. The isthmus is the location of the two largest lakes of the island, Sørlaguna (South Lagoon), and Nordlaguna (North Lagoon). A third lake is called Ullerenglaguna (Ullereng Lagoon). Jan Mayen was formed by the Jan Mayen hotspot. Although administered separately, Svalbard and Jan Mayen are collectively assigned the ISO 3166-1 alpha-2 country code "SJ". - https://en.wikipedia.org/wiki/Jan_Mayen I worked a lot on this map. It contains oil, forestry, minerals, and animals. The theme is Winter. It is very smooth and ideal for building. Recommended for players who want more challenge, as it is very difficult to strategically figure out how to maximize efficiency in this map. Have fun.
  18. Forgotten Vale Cities Skylines Map

    Version 1.0

    5,130 Downloads

    A map I made for myself because I couldn't find any that were over-the-top enough for me. Figured I would share. Loads of detail. Build in a valley surrounded by massively (max height) steep cliffs. Designed to be an optimal map for playing on with some awesome views, not so much with terrain realism in mind. Perfect Dam spot built into map with the reservoir on the non-buildable part of the map to optimize space. Separate small section of river that drains nasty water out so you don't have to blacken up the main river with pollution. Great connections with ship route going straight through the map. Lots of Resources close to water for easy shipment out of the city. Extensive pre-built highway and railroad network. Just about the entire map is flat build-able space, even up on the edges of huge cliffs. Just about any square with water and a highway would make a good starting location. Amazing night time views when you have buildings up on the edges of cliffs. The cliff side roads snaking their way around the map look awesome lit up. Should work with all versions of cities. Built with after dark patched version. Install directory: C:\Users\(Name)\AppData\Local\Colossal Order\Cities_Skylines\Maps
  19. Gathering resources

    This is my first entry and my first every journal, so I will introduce my goals! I am planning to recreate the Greater Toronto Area (the city of Toronto and its neighbours) in full scale. I am a resident of Toronto and have had some experience with creating real cities on SC4. I don't know how large it will get or how detailed yet, but let's start things off. First up, I need a map. The last time I recreated a city (Exeter, England) I was fortunate enough to have digital terrain models (DTM) of the area on my laptop. This time, I don't have such and since Toronto is such a big place, there are several maps out there already. So I stumbled across this one from dobdriver https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2827 . This map is exceptional: it contains a huge area, has smooth terrain, and has rivers. Finally, it has been rotated so that Toronto's "north-south/east-west" transport grid aligns orthogonaly. So before I even begin my work, thanks to dobdriver! The next step is where to start. I live in the Etobicoke-Lakeshore area of Toronto and this is where I'd be most interested to recreate. Logically, downtown would come first. However, the lack of industry would stunt the growth of any development. Etobicoke-Lakeshore has a great mix of industry, commerce and houses, as shown by this land-use map http://www1.toronto.ca/city_of_toronto/city_planning/zoning__environment/files/pdf/city-wide_allzones_569-2013.pdf (the area is located in the very south-west corner of the city of Toronto's boundary). Now I will create a transport map that can be referred to while constructing the city. This rather small image below was taken from dobdriver's map's description page. It's a crop of the city tile that represents Etobicoke-Lakeshore. Then I took a few screenshots from OpenStreetMap of the rough area in question. After stitching them together and rotating them 16.8 degrees clockwise (remember, this is because of Toronto's street grid) I came up with the following map, which contains railways, highways/roads/avenues, streets, transit stops, and green space. I also included an unrotated scale measure for later use. Now I overlay one ontop of the other in Photoshop. I used the transport map as my background and inserted the city tile terrain map ontop in a semi-transparent layer. According to my scale, there are 74 pixels per 500 m. Knowing that a tile is 4,096 m wide, the tile should be 606 pixels wide to be full sized, so I increased it to these dimensions. Then I moved the image around until it aligned with the coastline on the transport map (shown below). The crescent shaped harbour was very helpful in using as a reference point too. Then just crop it and hide the terrain overlay. With this map, I am able to start marking the locations of key transport routes such as rail and highways. I will show in detail how one can do this in the next post.
  20. Okay, so I just bought the City of Tomorrow, the Airships Set, and the Amusement Park Set. I know, a little bit late, but I have recently got back into playing this game and wanted something a little bit different to try. The Towers seem to be a challenge, but I love it. However, every city that I play since doing the upgrades, I have depleted resources. At first, I thought it was because of the new "omega" resource, but since Omega requires those resources to produce, this just simply is not the case. Also, I have had to demolish all Trade Centers and Ports to add new storage to them. Every time I would add a new storage lot or delivery trucks, they would disappear as soon as I came off from pause mode. Is there a solution to this issue?
  21. Let there be oil! Well not yet, but soon!
  22. Devilspine Canyon

    Version 1.0

    9,769 Downloads

    Devilspine Canyon is a map with many elevation challenges but also a few areas for a rather large sprawl. It has beautiful vistas, waterfalls, creek beds, towering bridges, lush forest land, tons of resources, long winding freeways and rail, all built with painstaking detail. Steam link: http://steamcommunity.com/sharedfiles/filedetails/?id=445766639 IMPORTANT! If you use the Steam version of the map, you will need to subscribe to these tree assets for the full effect. http://steamcommunity.com/sharedfiles/filedetails/?id=429084748 http://steamcommunity.com/sharedfiles/filedetails/?id=418579973 http://steamcommunity.com/sharedfiles/filedetails/?id=418579675 If you choose not to, you will have a pretty barren landscape with just a few patches of default trees. Credit to Djelle on Steam workshop for making these. There are 232,086 placed trees on this map.. To install the map: 1. Download the zip file. 2. Unzip the contents to the folder: AppData\Local\Colossal Order\Cities_Skylines\Maps To install the tree assets: 1. Download the zip file. 2. Unzip the contents of the folder, copy the 3 .crp tree files and place them in: AppData\Local\Colossal Order\Cities_Skylines\Addons\Assets 3. Play! For those new to the game. There are several areas that have highway off ramps acting as roads. These are just placeholders to show where the roads can go. You can choose to upgrade them where they are to any other type of road or just bulldoze and make your own. This color correction http://steamcommunity.com/sharedfiles/filedetails/?id=417935657 is used in a few screenshots. All of my maps are hand crafted with loving care and designed with the city builder in mind. Let me know if you spot any issues and I would love to see any cities made on this map so shoot me a link or leave it in the comments. Enjoy!
  23. 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
  24. Cities: Skylines Index of Modding Tutorials & Information In an attempt to consolidate various tutorials & info on C:S modding, this topic will serve as an index. Basically, please post below links to anything aspiring modders may find useful! For example: Links to custom content related tutorials you've created in another topic (e.g. in this forum). Videos on YouTube, or similar video sites. Helpful links to online information / guides (e.g. Wiki articles, making best use of certain software features). Note: If you wish to post a tutorial / share some personal advice, it's preferred to do so inside a new topic here in the modding forum. This way it keeps discussion contained inside individual topics, making each subject easier to follow, and allows the author to respond to comments. I'll update links accordingly in the list below: Modding General Info (9 resources) (Info) Modding API – Paradox Interactive (Info) Unity Scripting API – Unity Technologies (Info) Unity Manual – Unity Technologies (Info) Location of User Data stored for the game – Paradox Interactive (Info) Modding Properties Info Compendium – TPB / Skylines Info Squad (Video) How to Install Cities: Skylines Mods – CapTon (Video) How to Download Cities Skylines Mods on MAC – YouTube (Video) Developer Stream: Mod Masterclass – HenkkaArt (Tutorial) Unity Tutorials – Unity Technologies Modding (7 resources) (Tutorial) Modding Tutorial 0: Your first mod - boformer (Tutorial) Modding Tutorial 1: Prop remover - boformer (Tutorial) Modding Tutorial 2: Road Tree replacer - boformer (Tutorial) Modding Tutorial 3: Show Limits - boformer (Tutorial) Modding Tutorial 4: Make historical - boformer (Tutorial) How to create a Building Theme Mod – Donnerwurm (Tutorial) Manipulating networks with a Hex Editor – Sims firehouse 3D Modelling (14 resources) (Info) Polygon Count (Wiki article) – polycount (Info) Free 3D Software and Resources for your Modelling Needs – Mr_Maison (Info) An important reminder about Normal Maps – Cool_Z (Video) Create an Asset for Cities: Skylines from Scratch – BigMasterBig (Video) Making a Custom Model for Cities Skylines – YouTube (Video) Import Model from Blender to Cities: Skylines – YouTube (Video) Blender: Creating low poly Stones and Rocks – YouTube (Video) Importing Sketchup Models – YouTube (Video) Basic Building UV Mapping with 3ds Max 2008 – YouTube (Video) 3ds Max 2010 Tutorials (22 video playlist) – YouTube (Video) Creation of a LOD model in 3ds Max – Shroomblaze (Video) Introduction to Blender - YouTube (Tutorial) How to turn a Model into Game Ready Asset (3ds Max) – Shroomblaze (Tutorial) Custom LOD creation in Blender – Exurbanite Asset Texturing (13 resources) (Info) NVIDIA Texture Tools for Adobe Photoshop – NVIDIA Corporation (Info) How NOT to make normal maps from photos or images – KatsBits (Video) LOD Texture Baking (3DS Max) - Ronyx (Video) LOD Texture Baking (Blender) - Jerenable (Tutorial) Bake Normal Maps for realistic, low-poly rocks, bushes and trees (and anything else) – boformer (Tutorial) Illumination Map Texturing Overview – GC_Vos (Tutorial) Detailed Nightlights – Cool_Z (Tutorial) Common Nightlight mistakes you should avoid – Cool_Z (Tutorial) Train Illumination.....a Different Animal – Mr_Maison (Tutorial) How to use Alphas for grilles or balconies – Cool_Z (Tutorial) Floors for Reflective Buildings... and others too – Cool_Z (Tutorial) Speculars without artefacts – Cool_Z (Tutorial) Map Editor: How to recreate roads from the real world – Krozjin Assets (13 resources) (Tutorial) Asset Creation 101 – Shroomblaze & various collaborators (Tutorial) Creating & Applying Custom Props – TallgeeseIV (Tutorial) How to add Custom Menu Icons to (almost) any Asset - The easier way – TPB (Tutorial) How to add custom Content Manager Thumbnails to assets – TPB (Tutorial) How to Place Assets Anywhere – TPB (Tutorial) Remove Dirt from Tree and Prop Assets – TPB (Tutorial) How to Change an Assets Category Tab while still retaining service info of another Category – Shroomblaze (Tutorial) How to make a Blinking Neon Sign – boformer (Tutorial) How to add lights to a prop – boformer (Tutorial) How to create your own (complete) Building Style – boformer (Tutorial) Tutorial for Decal Creators - boformer (Tutorial) Making Custom Sitting Assets - hadece (Video) Big Decals - Ronyx Custom Content / Workshop (4 resources) (Info) Steam Workshop "Who to follow?" Suggestions – TPB / Skylines Info Squad (Info) Content creator rights and how to enforce them - Avanya (Tutorial) Sub Buildings Enabler Documentation for Asset Creators – boformer (Tutorial) How to update your Workshop Assets - The easy way – TPB (60 total resources) Note: See this page for a list of Workshop modding guides / info, which may not already be listed above.
  25. Thought we can use a list of the most accessible 3D software and resources for our modding and custom content needs. If anyone knows any more resources feel free to share here. I will start with this short list. 3D Software: Blender 3D- for everyone. http://www.blender.org/ Blender training course http://gryllus.net/Blender/3D.html Sketchup Make- for everyone http://www.sketchup.com/download/all Sculptris- for everyone http://pixologic.com/sculptris/ If you are a student, teacher or mentor, this is an opportunity to use Maya free of charge for 3 years. Who knows what will happen in that time the way CG software is being "freed" nowadays. http://www.autodesk.com/education/free-software/maya I believe there's more but can't think of them right now. Texture Resources: I chose the texture sites that have more architecture content as we will be using these types of textures for buildings. http://www.cgtextures.com/ http://www.swtexture.com/ http://blender-archi.tuxfamily.org/Textures http://architextur.es/ http://www.lughertexture.com/ maxTextures Texturelib Nobiax on deviantart (textures including normal and specular maps, some 3d models) AGF81 on deviantart (textures, some normal and specular maps) Thanks Avanya. Decided to add your list in the first post for better exposure. Tools: ShaderMap 4 Now available free for non commercial use. https://shadermap.com/home/ Autodesk FBX Converter. This can convert various 3D formats to ASCII and Binary FBX. Also convert from either type of FBX file to the other. http://www.autodesk.com/products/fbx/overview Cities Skylines Tools. This is a Sketchup plugin that exports your model straight to the import folder from Sketchup. No more needing to export to another 3D program. It also comes with customizable grid options for both ground and height. http://extensions.sketchup.com/en/content/cities-skylines-tools OBJ Exporter for those using Sketchup Make http://sketchucation.com/forums/viewtopic.php?t=33448 Cleanup, another good Sketchup tool https://extensions.sketchup.com/en/content/cleanup%C2%B3 Thanks Darf! GIMP is a free alternative to Photoshop http://www.gimp.org/ Krita is a cool digital paint program also https://krita.org/ NVidia Texture Tools for Photo Shop for normal maps, texture compression, mip map generation and cube map formatting. https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop Thanks Darf! Thought I would also include Unity since it's the engine of this game. I don't know how it would be useful or if it would give any advantage as I never got into it yet. But I imagine it would shed some light into why some things in the game are the way they are. http://unity3d.com/get-unity Unity Tutorials http://unity3d.com/learn/tutorials Thanks OwiHH! Hope some of you find these useful
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