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I'm learning how to create BATs. I don't have a copy of 3DS Max, so I'm using Blender for modeling, exporting as an obj file, importing into GMAX/SC4 BAT, and then creating the S3D from there. As far as I can tell, there still isn't a BAT for Blender plugin that is in a usable state. Since I'm new to this, I figured I'd start with something simple. I'm making filler lots for the 1-way roundabouts, the ones with a single empty tile in the middle. I've had pretty good success so far, but I can see how limiting Gmax renders could be for more complex buildings and materials. I've created 5 models and plan to make several other variations. On the lotting side, how do I define the type of sidewalks around a lot? I am creating these lots as park lots. Does the wealth level control this? Can I somehow specify to use an industrial texture or low wealth texture for the surrounding sidewalks? To clarify, I'm not asking about the 1x1 square the roundabout sits on, but on the 4 1-way road squares immediately adjacent to the lot. I still need to adjust the cost, park effect, etc. for consistency. Right now, I'm just concentrating on getting the model in-game. Here are the five models I have so far: (I need to redo the first one, It was my first export and the diameter is slightly too small to completely cover the gap between the sidewalk.)
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Hello Everyone, It has been some time since I last posted any journal entries due to a dead computer. I have now managed to make SC4 work on a new machine, so here are some pictures of my new region. This has a slightly more work in progress feel that some of my entries before because I'd like your feedback. This is the first tile in a new region, I still start building right in the corner of the map as I used to do back when I first played SC2000. One of the things that I'm not sure about in the new region is the choice of tree controller. I've installed the Pacific North West controller, because I enjoy looking at the really dense forests that some people create. But I think on balance this is quite a difficult one to work with given my choice of terrain, and the fact that the god mod trees themselves don't allow MMPs to be plopped very close to them, this sort of ruins the effect for me, as it's difficult to add smaller vegetation between the god mod trees to create a lovely, overgrown and wild effect. The trees just sort of sit in the landscape. Much of the green areas in the images below were created by quite slow MMP planting. If anyone has a tree controller recommendation that I can take forward for the rest of this region that would be great. The reason for this CJ today is that I plan to destroy all the trees in this tile (which I presume includes MMP trees) in order to change controllers before I develop any other tiles in the region or press forward with this tile. Therefore forgive any areas that look like they're just forgotten about. They are actually yet to be developed. To pictures. Firstly, we're going west-east along the coastline. Coastlines are something that I really struggle with, the game water doesn't always play that nicely with the MMPs, so the idea of this was to find a way of not having a great long stretch of seawall, and because the terrain here is relatively smooth and flat, I've decided to go for a mostly sand-dune coast that reminds me of parts of The Netherlands. I made a little tutorial on how to create this effect after I stumbled into it, in case anyone is interested 1. The edge of the edge of the region / tile. My success with the MMP farm fields is mixed, but I think it tends to work better the smaller area that I cover. I quite like this little area with a 'dunetop' car park where people come to walk their dogs, (and themselves) along the beach and dunes. The small area of marsh between the field and the houses is supposed to emphasize the small elevation that exists here and also to break up the extreme sand of the dune section with the extreme green of the Berner Oberland terrain mod. 2. The edge of the village of Southdyke on-Sea (Zudijk aan-Zee?). I said these dune landscapes remind me of parts of the Dutch coast, and therefore I've grown a little street of the Dutch double houses, I think they look quite at home here. 3. Integrating the low-density industrial with residential is one of my favorite things to do which SC4 really doesn't want you to do very much, but happens in real life literally all the time. Here we see houses, industry and recreation coexisting fairly happily near the seaside. I also decided that the homes got a bit close to the sea here, and we could justify a fairly low-tech sea wall to protect the homes behind from a storm surge. I wanted to try to blend the seawall with the dunescape and create a retaining wall on the land-side. Perhaps more of a levee than a real sea wall. 4. Onwards, and the texture of the sea wall changes. Also please note the growing buildings at the top of the image. This is why building cities takes me so long. I try to grow as much as possible and then try to plop around it in order to make the areas look more cohesive and realistic. 5. Coastal Rugby field, which I imagine (if you're crazy enough to play rugby) isn't any scarier that it's by the sea, and it gets really cold here in winter. The spectators might sit in their cars instead of by the field.6. Out the other side of the village, greenhouses, real farm and more MMP farm. God mode trees that can't have MMPs plopped too closely to them in full effect.7. The edge of the town of Arlott. 8. A retirement home featuring sea views, which is probably quite nice, and a much more MMP-based woodland in the top right of the image. Tree controller recomendations are kindly asked to remain in the realm of trees that look similar to those featured here. No palms, thank you 9. The church and some 4-5 story buildings to make the most of those sea views are some of the highest buildings in evidence. Arlott is resolutely low-rise.10. Trying to grow the diagonal houses along the diagonal roads is very time consuming, but I'm always pleased with how good the result looks.11. Finally, to the edge of the tile, we've now taken in the entire coastline. 12. For the rest of the images, a mix of Arlott's suburbs, (if a tiny town has suburbs), in a way they are the very essence of the town itself; with some detail shots.13.14. More industry side by side with residential. I'm sure the toxic fumes coming from the factory are not dangerous to the children in the school opposite.15. A look at some of the Rugby spectators in their cars. Obviously the players got too cold. Scenes like this make me annoyed I always forget to plop MMP sims.16. Seawall from North-South looking out at the sea.17. You might be able to tell, I'm a little addicted to the CP houses. The fact that the bigger low density lots create their own little cul-de-sac type 'streets' really keeps the residential areas interesting, even when my zoning was a little bit boring..18. I know this is the second sports field I've shown for a second time, but I'm always surprised by the way these things are always hidden away in some quite strange locations in real life, so why not here.19. Again with the Dutch houses! This time from the other angle and a closer zoom. I think the SWN mod is one of the biggest contributors to being able to create more realistic looking cities. Imagine how this image below would look with standard maxis sidewalk texture and then try to get to sleep at night without waking up in a cold sweat.20. 2 more images to show off some breaking the 4th wall stuff, in this case some relotting I did. The CP 19th Century / Victorian tenements. Whilst I love the houses, because they have a dirt ground texture, they don't always blend so well with my more 'paved' environments. I've relotted them so they show the lovely concrete sidewalk as a ground texture, but I've also kept the originals in the plugin folder for variety. In some circumstances, the dirt ground texture is great, so this just gives more options. 21.22. Mosaic shot. Annoyingly had to lower the quality because the file size was too large to upload. I'm guessing I could upload this elsewhere and link it in the post, but it turns out that I'm not that great with these things, and can't make the link embed 23. & 24. Just overview shots so you can see the whole area. Obviously this breaks the 4th wall again by showing you how empty large parts of the tile are, but some people like to see something like this just to orient themselves for the other pictures. 2324Hope you enjoyed the pictures. See you again soon (maybe).
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Importing real-world database directly to game environment
mcegla posted a topic in Cities: Skylines Modding - Open Discussion
Hey, everyone! First of all, I would like to thank the entire simtropolis community, and especially B0former for his tutorials. And now getting to the point… I’ve been working for some time (with some codding help from my friend) on modification that uses .xml(gml) files to create in-game objects. The goal was to create whole city / village / whatever with single press of the mouse button, even if it won’t be perfect at first. I’ve seen stuff like Cimtographer (and rebuild), Terrain Generator, Rainfall, and it’s been quite a helpful reading (though I did not understand everything). This is how it looks right now (it already takes around 1,5 min to generate everything): ,as you probably can see it has some problems (where are the building?, why so flat? etc.), and I would like to ask you some questions connected to some of them: 1. Do you know is there a possibility to successfully use System.Xml.Linq inside of the game / Unity? (from 25 lines parser blow out to 25000 because of this little thing) 2. I have access to 1x1m DTM (digital terrain model), but I can’t use it fully – 1081x1081 etc., do you know about any way to bypass that limitation (though I’ve heard that it might be hard to achieve)? (Any insight about import of DTM with code also appreciated) 3. I do know how to place and delete most of the objects, but there are 2 things that don’t like to cooperate with me: deletion of net segments (roads) and water sources, any help appreciated. 4. I’ve been testing and trying to use other mods like: Plop the Growables, No Abandonment, Disable Zone Check to stop code placed growables from disappearing; no success so far (Guess I need to read into and maybe incorporate it some way). Is there working solution? 5. TBH any tips and tricks, connected in some way to objects placement. I'm currently working on buildings placement and that DTM import, but it still needs some polishing. Thanks! -
Network Skins 2 is coming soon! It's a complete redevelopment of version 1 with a lot of new features and a brand new GUI developed by @TPB. Features (everything listed can be adjusted per none/segment): Road Tree replacement Streelight replacement Pillar replacement Pavement color Ground texture (concrete, gravel, ruined, none, this is the sidewalk on normal roads) Rail catenaries and wires Remove road decorations Remove zebra crossings There will also be an advanced mode that allows you to apply any kind of modification to network segments and props (like the addition of trees and lights to networks which don't have them, the removal of segment meshes, the addition or removal of any kind of prop. Preview of the new GUI (icons not final):
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Shannanigan: WIPs & Stuff
Shannanigan O'Crabby posted a topic in Cities: Skylines Modding - Open Discussion
Hello there... I'm new to the world of Cities: Skylines. My brother told me about it on Christmas... I bought it the next day and now I'm making "stuff"! I'm going back to school for Mechanical Design (after 15 years as a footwear designer, drawing everything "by hand"), learning Solidworks, Creo and AutoCAD in school, and teaching myself 3D Max and Blender. This is a great outlet to practice everything with a purpose, rather than randomly building things. I'm really into 1950s & 60s kitschy Mid-Century Americana. So thats pretty much the style all my assets will be... bright colors and funky shapes... the cheesier the better! I'm going to use this post to share my creations. I'm still figuring out some of the back end info for creating assets... but eventually I'll start posting to the Steam Workshop. First up... a couple props! I love big, obnoxious signs! Expect a lot of those... Lol! -
I want to make a SimTower-inspired game with a top-down view reminiscent to floor plans. So far, I made a couple of pictures to try to figure out how it will look and I made an ASCII console game that allows you to place "rooms," "hallways," and "elevators," (rectangles of various sizes composed of letters such as 'R' for residential aka apartments and 'O' for offices) save your layout and load a save game. I'm going to use this thread to collect ideas on appearance and functionality and keep you updated on my progress. This was my previous attempt (with HD but "classic" view): http://azemocram.github.io/OcramTower/ Here are some pictures I whipped up to try to get my ideas down (proof of concept art): I look forward to your feedback!
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vitusweb's Workshop - WIP Palm Avenues and more
vitusweb posted a topic in Cities: Skylines Modding - Open Discussion
Hi everybody, as I am starting to experimenting with asset creation (I am using Blender), I start this topic to share projects and problems. My first big issue is about underground textures. I have read some old posts about this topic, but I am still unsure I can apply them in my case. I am trying to get something like in the attached figure (side view). The building should "come out" of the sloped terrain. I can already get this effect easily by using one of the standard building templates, but of course textures aren't applied below the road level. If I use the "Japanese Garden" template as I read in some posts, I just get a mess, because the building becomes terrain conforming and the "underground" part does not show up at all (I have tried with the "Flatten Terrain" flag both on and off). Can anyone suggest a solution or a working asset of this kind which I might reverse engineer? I guess ModTools will be required, but I am new to it. Thank you very much! By the way, is it allowed to share also maps in this section or is it reserved to mods and assets? -
Bad Peanut sometimes makes things: [RELEASED] Solar Freaking Highways
Bad Peanut posted a topic in Cities: Skylines Modding - Open Discussion
so I've been waiting for sub buildings to become native so I could finally finish off Flinders Street Station (from Melbourne) here's a quick WIP look - probably will release sometime soonish - maybe next week. Let me know what you guys think!- 213 Replies
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First of all i want to thank you all for your kind words and appreciation. @kschmidt @JP Schriefer @Takingyouthere @raynev1 @whiteshark365 - thank you Second i'm announcing a major change to Bayou district. When i say Bayou i associate it with an old area developed untill let's say the beginning of the 50s, now a historical site with a lot of tourists coming to see the landmarks and to taste the local cuisine and have fun and all of that. So i've decided to rebuild the district with buildings from 1924 to 50s. A mix of art deco, modernist, brick buildings and maybe some buildings with a neoclassical touch.Still a WIP.
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Alexandria's rail service has never really been adequate. This map shows how the ATA (Alexandria Transit Authority) rail doesn't cover much of the area: City leaders have been trying to expand the line into a full network for decades, but have been unsuccessful until recently. The project secured $1.5 billion in federal funding, allowing them to turn this: into a reality. The network will be rebranded from ATA Rail to the Capital Connect. The Durham/Lafayette line's tracks will be doubled up, allowing trains to run on separate lines to each destination and run trains more frequently. Two tunnels, one under Wellesley Hill in western Alexandria and a much longer one under the Financial District, Brookline, the Seneca River, and Brownsville will be constructed. Viaducts and embankments will be constructed to Tyson's Corner and Charlestown. All 4 lines will terminate at the new Sanders Station on the western end of Downtown. Finally, an extension of the M's Purple line will be built to connect it with Sanders station, as well as a new Brookline Shuttle connecting Brookline station to Mattapan Square. Here's photos of the construction. Sanders Station under construction. Another extraction site and the future location of the Brookline Station. A tunnel-boring machine extraction site and the future site of the Brownsville Station. The six tracks of the Tyson's Corner, Durham, and Lafayette lines. Here, the Tyson's Corner line turns west before tunneling under Wellesley Hill. Preparations for constructing the Wellesley Hill tunnel. The entrance to the completed tunnel. Construction begins to widen the Seneca viaduct. The new double-wide Seneca station. The newly-built Burrell Heights station. The finished Sanders Station. And finally, after 3 years of construction, the first train pulls into Sanders Station.
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Vienna Elevated Train Station (made by Ninja_Thomek)
boformer posted a topic in Cities: Skylines Modding - Open Discussion
A long time ago Turjan requested a Vienna elevated train station: I liked the idea, so I forwarded it to Ninja_Thomek. He created this excellent model and sent it back to me for the import and network editing: The normal map is great: I hope that I will be able to release it before my vacation. The next version of Network Skins will probably be delayed. Here is the original:- 14 Replies
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Help Needed! Growable Spawn Algorithm
boformer posted a topic in Cities: Skylines Modding - Open Discussion
Right now I'm working on the algorithm that places the new large growables on the zoning grid. Here is my concept: Before the plots are calculated, the mod will check which buildings are actually available for placement. This is limited by zone type, density, district style and wealth level It will also create a list of buildings that are very close to the spawn point to avoid repetition The initial building list is sorted based on different factors (avoid repetition, promote buildings with similar plot width and similar architecture style) A priority list of plot sizes is calculated based on the building list Now the algorithm tries to divide the available area into plots. The goals: Prefer plot sizes with a high priority Leave no unoccupied space Create similar sized plots Prioritize corner buildings (those have their own lists) Avoid very narrow plots The last step is very complex. That's why I need your help! Print out this zoning map and draw the plots how you would want them. You can also do it in paint or photoshop You can also try to visualize different scenarios: Imagine a building style would only contain 5x3 and 8x8 buildings, or only small 1x2 buildings. The most important thing is that you mark the cells which are not used in a different colour. Upload the results! Here is a quick example: Have fun drawing! -
American Small Town: Welcome Home!
Simulanten posted a topic in Cities: Skylines Modding - Open Discussion
After using all those gorgeous assets in my cities for almost a year now I'm tempted to enter the asset fabrication world. Background for this is the serious lack of roadside motels in the workshop. I really miss them for my Red Rock environment. Now - I started to read tutorials, MrMaison's list of software and more - but my problem to simply start is the following: I use AutoCad and PhotoShop professionally. I'm quick and skilled with those programs. So it would be easiest to model in AutoCad, producing a .dwg or .dxf and export it to blender or similar to work on the polygons and texturing. Is anybody out there who has experience with this kind of transformation? My first attempt of a (hopefully) series of motels would be something like this: Let's see how far we get with this project...- 99 Replies
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Today I inspected the zoning code of the game. It seems like the original plan of the developers were 8 cell deep zones. All of the data structures were made for that. That means it might be possible to increase the maximum growable size to 8x8! I'm currently trying to decrypt the decompiled code (which misses hints, comments and variable names). So far everything looks good, I understand what it does and which passages have to be changed. Here is a screenshot of a test: In the debug window you can see the output of a test script. It displays the "valid mask" of the zone block you see. A zone block has a max width of 8 cells and a max depth of 8 cells (though only 4 are being used). When you draw a pedestrian path on a cell, it is marked as "invalid" (0) as well as all cells behind it (that's why there are 5 zeros in a row).
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This is my first city journal and entry so be polite with me please!! (Attention: Philia in Greek means friendship, φιλος-φιλια, philos-philia . Agrophilia is also used in political economy and sustainabile accounting. Its not only agro-economy but a political-economic system. By any means I didn't refer to any sexual arousal neither mental or psychological illnesses) Part 1: The founders. ''Agrophilia is not only a region. Agrophilia is a very way of life'' (Ruralson R., 3rd year Ab urbe condita) Once upon a time, three statesmen formed a regional state with the Queen's approval in a blessed land. They chose the name Agrophilia based on an ancient language with a dual meaning. Agrophilia means ''the friend of agriculture''. However, it means a way of life-related to the environment, sustainability and social interaction between the rural and the urban development. Sir Richards Ruralson, Dr. Cornelius Beancounter and Mr. MacPolitics shared a common inspiration. To make a sustainable economy attached to the joy of the rural life. To make a delicate use of land and to promote agro-economy, to develop new technologies, a new political system and a beautiful place for citizens to live. Kings Town (pic:10th year Ab urbe condita) Part 2: Investing on education. The foundation of Blackwell Academy The very first thing they realized was the need of a new educational system. A system which could introduce the love for nature and mother Gaia and the wealth by investing in the agriculture and the symbolic capital*. Firstly, they established the Blackwell Academy. The very first modules were agricultural technics, basic agro-economics, sustainable accounting and political theory. Part 3: The Longest Journey The second step was to establish the base of the town's economy. So, they travelled around the county to find a suitable spot for new farmlands and a new town. They spotted a place in which a poet once wrote: ''Oh Titan Gaia, your body is so lustful for man's hoe.'Your heart a vault with plethora of resources. But the Suns' children are shy and blind. For not, settling your plentiful hug. Your sweat of love forms rivers. Your sweet smile is mirrored upon the beauty of the area'' When they spotted the right place they found Kings Town. Part 4: The Kings Town They tried to attract citizens from neighboring cities by providing free land declarations to the new citizens. The newcomers had the chance to retrained in the Blackwell Academy and then to work on their fields, manufacturing, services or selling high-quality agricultural products to nearby regions. In order to make people love their new town, the founders decided to establish a new way of self-governance. They formed the Greater and Lesser assembly to hold in account the governmental stewards. The Greater Assembly was based only on producers and farmers. They had a binding vote over laws for or against. The Lesser Assembly formed by even children with a voting right for every matter from schools to economic strategy of the town. They also build a delicate red townhall, a courthouse, a clock tower, the patrons' saint church, the central train station and the first water tower. The town grew fast and more and more citizens populated the town developing both the fields and the commercial areas. They also build a small farmers market next to the town center providing healthy and tasty products. -symbolic capital: Tangible and Intangible assets produced by the landmarks, terrains' morphology, indigenous products, level of environmental attractiveness, local customs, ethos and human activity.
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Hello people! My name is Seb and today I am sharing with you a Region I just began to create. The name is a little bit odd... It might change as the region isn't complete yet. So the idea of the map I am building is to make it a large island with many medium/large sized islands on the other sides. Also, the coasts are very high and the most flat part is at the top of those cliffes. So now, let take a look at the work wich has been done yet. (Reference to : https://community.simtropolis.com/forums/topic/69630-region-isle-001/) -
Boston 2.0 - finally most of the snowfall related issues solved
Simulanten posted a topic in Cities: Skylines City Journals
So here I am - my first attempt for a CJ about one of my recreations of real cities. BOSTON I picked Boston for a series of reasons: - I don't know the place too well (I'm in Europe and spent only 2 hrs at Logan years ago) that gives me a little freedom of design and less frustration if I don't get it right (or the game / assets are too limited) - Boston is all about traffic. C:S is a traffic simulator (I feel like city management and development is a lukewarm joke in C:S) and therefore it's fun to recreate the Boston traffic mess like the Big Dig. And there is public transport. - There is a big variety of districts, harbors, a centrally located airport, and it's not too big I started with a custom map from terrain.party and downloaded the main highways and railway as a reference through cimtographer. The 25 tiles would include the area I wanted to work with From now on I will try to document the process of this recreation and share my thoughts about Cities Skylines and all those wonderful mods and assets. I started at the bottom, near the JFK / UMass train station and worked myself up through South Boston. Now this part is mainly done and next I will move on up north i guess. This was the first big challenge. The I-93 / I-90 intersection close to South Station. With the C:S roads being too large it was a pain to construct. It apparently looks similar IRL - hard to believe. I really wish there was an update on the American Roads mod.... More to come soon, Cheers Dominic- 70 Replies
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Elevated Multi-Track Station with integrated bus hub
boformer posted a topic in Cities: Skylines Modding - Open Discussion
I spent the free time between my exams to make this train station. I started in Sketchup and migrated to blender for the texturing. I still have to create the pedestrian connections, which is very tedious. The bus hub uses gravel roads and works just fine. I also plan to integrate a 2-level subway station, and maybe a taxi stand if that is possible with after dark. -
Let's improve the look of the game: Texture Replacer (Help needed!)
boformer posted a topic in Cities: Skylines Modding - Open Discussion
I created a simple mod that allows you to replace the textures of any of the stock buildings. The mod is still in development, but it already works! Working Features: Replace the main texture of any assetPlanned Features: Replace the color variationsReplace other textures (specular etc.)Remove the original textures from memoryReplace textures of cars, props, trees etc.Texture packs as separate modsHelp needed! There are hundreds of vanilla buildings with oversatured textures (pink/yellow/blue roofs etc.). I want to bundle a texture pack with the mod that replaces these textures with remastered versions. My time is very limited, so I'm looking for talented asset creators who can extract and modify the textures. The textures are the intellectual property of Colossal Order, so we can not upload any of those to a public service like imgur. If you want to help me, please reply in this topic and add me as a friend on steam (steam name: boformer), so I can invite you to the closed beta. Also post your suggestions which assets need to be modified (and how you would modify them). -
Leaving the modding community next month
boformer posted a topic in Cities: Skylines Modding - Open Discussion
Dear subscribers, modders an asset creators, I decided to leave the modding community next month. That means I will not create any new mods or work on any new features. I will only maintain my existing mods. There are multiple reasons for my decision: First of all I have to prepare myself for the upcoming exams. The last exam is going to be in the last week of September. I also want to spend more time with my girlfriend. Another reason is that no longer enjoy playing the game because of my modding activities. Digging through the source code of the game revealed too many poor design decisions in the simulation of the game. Before I go, I want to release 2 requested mods: a better tree brush a building texture replacer I also want to finish the Building Themes mod. SamsanTS is working on a great looking GUI which will be revealed soon. I will also finish the asset duplication functionality. I don't know if I will return after my exams. I thought about making my own city simulation game instead of making mods Thanks for your understanding boformer -
Better Upgrade Mod: A fix for a broken mechanic
boformer posted a topic in Cities: Skylines Modding - Open Discussion
My newest project is a mod that allows growable buildings to exist on multiple (wealth) levels. To understand why this mod is necessary, a short explanation of Cities: Skylines' leveling system: When an empty area is assigned a zone type, buildings gradually start to fill it. All of these initial buildings are "level 1" buildings. Buildings will upgrade to the next level when certain requirements are met (Land value, Education Level, Service coverage). Every growable asset (vanilla and workshop) is only assigned to one of these levels. When a building upgrades, it will be replaced with a completely different asset. That's quite unrealistic, especially for high-density buildings: Year 1: Level 1 Skyscraper built. Year 5: Building demolished. Level 2 Skyscraper built on same plot. Year: 11: Building demolished. Level 3 Skyscraper built on same plot. ... You can fix this by uploading one building multiple times to the workshop, with different levels. Issues: There is still no guarantee that a building upgrades to the duplicated higher-level versionFor every version of the asset, a separate model and texture is loaded into memory Solution: The Better Upgrade Mod Asset Duplication My mod hooks into the asset loading process and duplicates growable assets. The copy still uses the same texture and mesh, so it will not take up additional memory space. Asset Creators can prepare their asset by bundling a simple XML file with their assets (format not final): The can also duplicate vanilla buildings. There is a separate configuration in the Skylines Installation directory which can be edited by the player. Upgrade Control The mod also hooks into the upgrading system and forces the building to upgrade to the asset specified in the configuration. Other Possible Features I'm not sure if I want to implement these. Feedback is appreciated: Create asset copies with a different zone type (e.g. a residential and a commercial version)Control which props show up in which version of the assetI also thought about merging this mod with the Building Themes modCompatibility with the vanilla game Assets with a bundled XML file are still compatible with the vanilla game. When you load a city without the mod, the modded buildings will just disappear. Development Progress The mod is still in early development. What works right now: User configuration in Skylines installation directoryDuplication of the assets (based on configuration)After that I will modify the update mechanism. After that I will create the system that loads the configuration bundled with workshop assets. Asset duplication can be seen in this picture. All of these houses use the same mesh and texture: -
Howdy all As my first post here, I wanted to make it worth it share a few pics with you all of a map I've been working on today. This is the far left side of the starting tile. Suddenly, a wild spring appears! Far edge of the playable area; seveal streams join further down and cascade into the ocean First top down view, starting tile is approx bottom centre of the frame Calm waterfalls add to the atmosphere The start of the smaller streams mentioned previously, this is near the upper corner of the map, visible, but not playable area (outside of 25 tiles) Spun the camera around 180 degrees from previous shot, looking towards upper left corner of map And finally, a top down, 90 degree view of the majority of the map. So far, I've only added 2 highway connections and 2 train connections. The train track follows the contours of the entire edge of the map, below the top surface level; There is at least 100 miles of train track already, it took about 90mins or so to lay out the one track, carefully following the edge, fixing terrain issues as they arose. If anyone has any suggestions I'm fully open to them Also if anyone has any ideas on how I would setup/layout a 3rd and 4th highway connection, I would really appreciate any ideas for that, as I'm kinda stumped because there are only really 2 workable edges of the map, and not 4 (they are just ocean) Cheers
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Project SUGCAM - We're (sort of) Rolling!
TheCraftKid posted a topic in SimCity (2013) Modding - Open Discussion
Project SUGCAM (SUGC:AM) "Where's the agriculture? Where's the military? Why no bigger maps?" Current Events | has been released! School is still busy, the holiday season is approaching, so Merry Christmas and Happy Holidays! Summary | SimCity didn't come with agriculture out-of-box, for Quality Assurance scrapped it form the game, but that shouldn't stop us from making our own version! SUGC:AM, the future SUGC Agriculture Mod, will be the first official collaboration project for the team, and it will add some more fuel to the flame of SimCity. The mod will introduce a new element of gameplay into SimCity, and we'll start out small and grow into a massive part of everyone's SimCityData folders, given the one year we'll take to make it! All of the future content for the SimCity User-Generated Content: Agriculture Mod will come out in the phases described below: Work Phases | Phase I - Essential Functionality - 2 months, +/- 1 months Project Akar Agriculture Culture! (Menu Structures) All RCIHC Plop Farmhouse! (Base) Parklet Brand Farm Modules! (Production) City-Wide Distribution Brand Tractors! (Utility Agents) Project Orion Brand Farm Fillers! (Decoration) Plop Anywhere Crops! (Decoration) Phase II - Modernized Functionality - 3 to 6 months All RCIHC Plop Urban Farmhouse! Project Anpassad Custom Factory Farms! Natrual Farming play style! Project Pony Brand Grocery Stores! Project Pony Brand Distribution Centers! Major crop update! New resource types in-bound! GMOmega Farms. Corporate Headquarters! (AgroCo) Phase III - Imagined Functionality - 6 months, +/- 3 months Residential Overhauls! Balance Overhauls! GMOtown, U.S.A! Rise of the AgrOmegAcademy! SimPolitics? (Hint, hint) To-be FAQ | When will the mod be released? As soon as Phase I is complete, what has been completed will be released. How will you release the mod? This seems like a lot of stuff... Each primary function of the mod (RCIHC Plop farmhouses, City-Wide Distribution Tractors, Project Orion Brand Farm Fillers) will be put in a separate package, and you can choose, like Project Akar, what parts you really want and how you want to play your game! Download | Not yet, buddy! XD- 24 Replies
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Hello Simtropolitans ! How are you ? For myself, very good ! So, today I would like to announce you the beginning of a Work in progress MOD for SimCity : Cities of Tomorrow. What I am talking about is maybe, for you, similar to some mods that you have seen on the ST/Exchange. Well, let's talk about what this mod will be and what are his functionalities and how it will work. First, the Core Project name is "Cities of Tomorrow : The "plus (+)" Addon" Let me introduce you to the first part of this Core Project. Let's look at how it's made : https://www.dropbox....e.graph.001.png So for now, I have started the "Core «ControlNet»". I am looking for testers and modders that are able to add some properties to the mods such as : Bulldozable, fix the showing "value" (etc.) in game. Criterias for testers : You have to make a log file : ".txt" file with what you seen (what do u think is going wrong, etc.), have Skype (please leave yours in my Private Inbox on Simtropolis) (having Skype is optional but I would recommend you to have it). Being able to speak at least : English OR French (Both is also accepted). Thanks for reading, hoping that mod will be a success and will reach the official version. -=Update=- Re-hello guys ! Talking about this Work In Progress. Once the "ControlNet Tower" will be fixed and working properly, we will start to build a MegaTower Level. Hmmm ? Interesting ? what is that "Level" about ? Well, you'll see later (if success) new levels who will work at your choices (Pumping water, etc.) for you ! This addon is a part of you and US. =) -=Update=- Here are ".txt" files who contains all the informations for new stuff to come. At the moment, take a look a these ones. -=Help process (Support us!)=- To apply to a task or to help us, please reply and use the following chart here : Thanks for reading and supporting me ! It's a huge project! -=Trylk=-
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[Work in progress MOD][SimCity : Cities of Tomorrow]
Trylk255 posted a topic in SimCity (2013) Modding - Open Discussion
-=!! TOPIC TO BE DELETED !!=- Hello Simtropolitans ! How are you ? For myself, very good ! So, today I would like to announce you the beginning of a Work in progress MOD for SimCity : Cities of Tomorrow. What I am talking about is maybe, for you, similar to some mods that you have seen on the ST/Exchange. Well, let's talk about what this mod will be and what are his functionalities and how it will work. First, the Core Project name is "Cities of Tomorrow : The "plus (+)" Addon" Let me introduce you to the first part of this Core Project. Let's look at how it's made : https://www.dropbox.com/s/os2dz1ju37esjb0/HowItsmade.graph.001.png So for now, I have started the "Core «ControlNet»". I am looking for testers and modders that are able to add some properties to the mods such as : Bulldozable, fix the showing "value" (etc.) in game. Criterias for testers : You have to make a log file : ".txt" file with what you seen (what do u think is going wrong, etc.), have Skype (please leave yours in my Private Inbox on Simtropolis) (having Skype is optional but I would recommend you to have it). Being able to speak at least : English OR French (Both is also accepted). Thanks for reading, hoping that mod will be a success and will reach the official version. -=Trylk=-- 3 Replies
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