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City-building game(s)

Found 8 results

  1. Lot Icon Template (Paint.net)

    Version 1.0.0

    72 Downloads

    I looked around for a suitable icon creation kit, but I couldn't find one that was close enough to my likings for the game. Thus, I instead used the basic version of paint.net without any addons to create a mock-up version of the icon. It turned out so well, I decided to make a template in .pdn (paint.net) format for anyone to use. Simple insert your image (44x44 pixels, 4 of them, 3 colored, 1 greyscale), delete the excess pixels (which would normally overlap transparent pixels) into the four slots. If your image is bigger than 44 pixels long and wide, crop the image to a square size, and then reduce the image down by using either fant or super sampling, down to 44 pixels. After that, insert your image four times, making sure that the left most image is greyscale (You can make it so by going to adjustments > Black and White) And that's it! Simple and effective! Here's a short video showing how to use this.
  2. I suspect that there is already a topic about my subject but I can't find it yet. I want to change the walking path of a asset template. Can anyone help me with that? Thanks a lot.
  3. Hello, I'm working on a standardized icon template for SC4 lots. I've been extracted 2 files from PIM-X here https://drive.google.com/drive/folders/19mpvopn6j7UDwGIfFBc-ztD4Tt06CAZB. Can you help me combine those files into a usable template using the magic of Photoshop? I've tried but fail.
  4. Hello, The Maxis way to embrace region play is to build a city then build another cities that connected to the first city using the neighbor connection. But, the experts here says to preplan the entire region with networks, zoning, and utilities. The answer is, is preplanning a region a good idea? Also, is there a better version of Regional Budget Mod? I mean, it should support regional reoccuring payment, better data saving (the previous one is using the city name as the storage so if there are 2 cities with the same name, it won't work well), etc.
  5. Hi all This is my first post on here, so please be kind I have also spoken to Avanya as well, who helped a bit *thank you again*. Is there anyone who can break down (a touch) into how Cities Sky... sees and works markers when looking at cargo train stations? I have googled, researched, asked people, etc, etc, but unfortunately haven't found anyone or thing to say, yes, this is it and this is how you do it. Below is the beginning of what I am trying to create, with main settings showing, and the 'Object reference....' System.Null... error I'm getting about 50% of the time when I do a save. When I insert the markers I am putting 2 Truck Despawn ones in each entry tunnel, and 2 Truck Spawn ones in each exit tunnel, though I'm not sure that I need 2??? I'm using the thought pattern that there will be 2 trucks coming in, 1 on each lane, so 2 Despawn for each entry, and the same thought pattern for the exits. I also put a Spawn Position and Spawn Target on each track (4 tracks) almost on top of each other. You can also see the Cargo pathways clearly marked, again with the thought process, this is where the trucks will enter, drop and pickup cargo, then leave. Also, the markers I am putting in then saving, don't save (neither do the props). When I reopen it the markers are back to where and what they are in the template. (Any ideas???) If anyone can lead me in the right direction it will be much appreciated. Dennis
  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. Version 1.0.2

    2,596 Downloads

    In order to create a Cities: Skylines mod, you must go through a fairly tedious process of importing correct references through setting the right framework information, and then implementing interfaces, etc. After all of that, you then have to manually move over your built mod to the mods folder. Yuck! Solution Cities Skylines Modding Templates Extension for Visual Studio Information I've created this extension for Visual Studio to help streamline the process for starting up new modding projects. In just a couple steps, you are able to produce a mod that will show up in the game on the first build. It works by using Visual Studio's Template system, along with a custom Wizard interface that I've created to customize the basic information of the new modding project. How do I use it? 1. Open up the New Project interface in Visual Studio, making sure that the framework is .Net Framework 3.5 (This is because Cities: Skylines uses MONO which is based off of 3.5). Expand out the C# category and select the new category called Skylines Mods and choose the lonely Cities: Skylines Mod project template and give it a name. The default name it uses is MySkylinesMod. 2. A new window will now pop up, which is the bulk of the work of this template extension. Here, you can give your mod a name, description, and the author. The name and description fields is what shows up in the Content Manager window for the game. The Game Directory portion of the wizard should automatically fill itself. If It doesn't, then the Browse button will enable so you can define the install location of Cities: Skylines. By default, it assumes that you've installed it from Steam. The Mods Directory category is only used if the "Build to Mods Dir." is selected. That means that when building the project, a folder will be created that's the same name as the project name and a copy of the compiled mod (.dll) will all be placed into your mods directory. The Mods Directory is optional, however the Games Directory is required. The wizard uses this for the assemblies portion in order to correctly establish a reference when it comes time to compiling. You can select which assemblies you want referenced. You can always reference more later. Notice that the basic assemblies like mscorlib and System are excluded in this listing since these are included by default. Any assemblies that the wizard does not deem as "ignored" (Included by default/Shouldn't be needed) will show up in the selection box for reference, as long as it's in the proper folder. 3. After the project is created, go ahead and take a look at the code that was generated. It implements and includes ICity automatically and uses the information that was provided in the wizard for the Name and Description fields. When you're satisfied, go ahead and compile the project. If you selected the option to build to the mods directory, then you're ready to test! The image below shows where the Mods are automatically placed when compiled. 4. Load up the game and enable the mod through the Content Manager! Awesome! How do I get it? All you have to do is extract the .vsix file from the provided .zip. An installer-type interface will come up. How do I uninstall it? Because it's only an extension comprised of templates, all you have to do is go to Tools->Extensions and Updates and select Templates. The extension is called Cities Skylines Modding Templates and there is a button under Disable where you can uninstall it. How do I update when there's a new version? You don't have to uninstall the old version of the template extension, just install it how you would as if it was the first time installing the extension. Visual Studio will automatically do the rest. What do I need to use it? The extension was made exclusively for Visual Studio 2013 (Visual Studio 12). Any version of VS12 should do, as long as it has C#. If you're feeling brave, I can provide an extension installer for a lower version of Visual Studio, but I can't guarantee that it'll work. If you have Visual Studio Community, there should be no issues. Any Express editions do not allow extensions, so naturally it will not work for them. Community edition is free though! What do I do if I find a problem? Let me know ASAP so I can get to it and fix it! What's the future? I plan on adding some Item Templates in the future for complex things like making changes to the interface. I want to make sure that what I have now is working for other people before I work on Item Templates.
  8. Version 1.0

    1,673 Downloads

    Hi Folks, here is my first map, LOFTON, i designed in photoshop to get close to the "Sharp as a razor Tutorial" by Rochefort. Here you can see how it looks to have razor shap coasts for embankment sets, etc. To do so, just take a 1025x1025px file in photoshop, give straight black to all water area and #1e1e1e grey for the land that is just above water level. enjoy powl
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