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Trying to build a bridge over sunken rail
xonedl replied to xena99's topic in SimCity 4 General Discussion
Fine Road Anarchy is always a welcome mod, so your construction don't get stopped by the game's collision detection. Then Fine Road Tool allow you to force the road to take specific elevation - force it to be a bridge, force it on the ground, etc. MoveIt is of course recommended, you don't need to build your initial items very accurately, just adjust it's position / height / alignment later with MoveIt. -
Cities: Skylines - Community Modding Requests
xonedl replied to Cyclone Boom's topic in Cities: Skylines Modding - Open Discussion
I just want the steel trusses. Yep just the "empty" trusses and nothing else. No room, no staircase. These trusses structure can be used for variety of industrial purpose. I currently make this "thing" in game with the pieces from [modular crane] mod and put a shed on top of it, they looks fine since this structure isn't very big. But I intend to use the same truss for other much bigger factory / industrial structures, probably 100+ ft across. Scaling up the crane's truss frame to that size just doesn't looks good unfortunately, especially since they are also very simple poly. Having several versions, eg: 2 square, 4 square versions will be suffice. Any variation needed can just use [prop scaling]. Another thing is conveyor belt. There are a few of those props currently, but since they are static prop, it can be a little troublesome to align things together. If only there are some [network conveyor belts]... 🥺🥺🥺 Thx in advance... -
Is there a better way of managing mods?
xonedl replied to Kaschperl's topic in Cities: Skylines General Discussion
Steam is a mistake. That's the short answer. //-- The long answer; Steam workshop is horrible for management. The one and only option we can use is "collection" - you'll need to create your own collections, and make a habit of adding everything to your collection before subscribing to that item. Without doing this, trying to manage your already subscribed items... you might as well just bomb everything and start from scratch. Other more open ended modding platform & applications, eg : Nexus + Mod Organizer 2 are far better for a lot of reasons; especially in the aspect of management. I know a lot of people really loves Steam to death and will defend it no matter what. But seriously now, if you ever experience modding with other games, like Skyrim, Fallout, you'll see just how terrible Steam Workshop really is... Not to mention that Steam is almost contain NO moderation. While the rules on Nexus really can annoy people at times, but at least it can control the contents people uploaded to an extend, preventing duplication and utter trash... In the issue of assets, generally it's better to just ignore small missing things. Missing duct? Missing building logo? Need tree-A grass-B? Who cares. You not gonna see it 99% of the time anyway. Just ignore them. Not subscribing to these non-important additional assets also lighten your PC load. If you felt there are missing details, you can always use the whatever item search mod, and look up for the props and add onto the building/landscape yourself. Not enough air ducts on your highrise? Add yourself, as many as you want, easy.- 3 Replies
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- cities skylines
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road to school
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theme mix for those interested. Theme Mixer 2 is obviously required... also uses Cubemap Replacer + HDRI Haven Cubemap Pack 2 (Approaching Storm) & some custom ReShade adjustment quint_bloom, quint_lightroom, filmic pass, magic bloom... trees are just that two low poly cluster tree mod... should be this bridge, obviously you need MoveIt mod to make such asset useful. map : Imabari Japan.
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these are the SHUTO Japanese Highway road sets.
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do you believe I took one week, maybe 50h+ just to make this? (╯°□°)╯︵ ┻━┻ maybe I just slow and stupid...
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Tune's Nuclear Assets: Chernobyl Restoration
xonedl replied to Naamtune's topic in Cities: Skylines Modding - Open Discussion
Amazing stuff, we need more people chasing realism! 👍 Wonder if there will be some random Cheeki Breeki easter egg in those assets 🤣 -
Any good trick for lane transitions? The center-align behavior of vanilla roads, or even modded road, makes it rather hard to do realistic (ULTRA realistic) lane transition... Eg: 2 lane to 3 lane, etc. Anyone got any good tricks up their sleeve can share? I do aware of the CSUR mod, it is A_M_A_Z_I_N_G, but there's two problem with it, first the aesthetic, secondly it seems to support right hand traffic only as far as I checked...
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Stretched texture invisible at certain angle or zoomed in
xonedl replied to xonedl's topic in Cities: Skylines Technical Help Q&A
Ah I see............. my current segments probably way over 25U... Guess there is just no way I can make it the way I wanted Keeping the limit under 16U means slightly larger angle / fatter junction unfortunately. It just doesn't "flow" as nicely- 3 Replies
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- cities skylines
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Stretched texture invisible at certain angle or zoomed in
xonedl posted a topic in Cities: Skylines Technical Help Q&A
I'm trying to make turning lane / exit ramp in realistic fashion - which means low angle and proper distance following measurements from real world intersections. While the result looks fine when zoomed out, the road texture went invisible (blue) when zoomed in at certain angle, which makes detailing works rather annoying. Segments as following picture. I dunno how other people do it, but upon my own trial and error, I find that have all segments at the same length will eliminate the problem of tarmac going crazy, although still need to wiggle it a bit. The following picture shows it went blue (invisible). Any clue how I can deal with this problem, or is there better way of creating / aligning these segments? //-- Also there appear to be some weird behavior, where bums & holes suddenly appear on some of the nodes when I moving things with MoveIt nearby, I had to select everything and re-level with MoveIt to get them back to normal often. Guess I really breaking the game here...- 3 Replies
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How to make a Japanese city
xonedl replied to cromabianca's topic in Cities: Skylines General Discussion
Interesting read, thanks. Inevitably talk about Japan we think about metropolis like Tokyo, but tbh that's not what I have in mind. I personally more interested in other smaller cities. It is also due to the sheer complexity of the metropolis, don't think I can handle it. Also be mindful of the metropolis' scale, it's insanely huge. Scale - is always a challenge... ; "hei it's just a game!", well at least I don't see it that way, you call your 100 meter interchange realistic? In term of assets, the ancient link above don't really cover the stuff it should cover. Been looking around at several Japanese author for high quality sutff: - KOMA3 : https://steamcommunity.com/profiles/76561198367388905/myworkshopfiles/?appid=255710 - TOKACHI269 : https://steamcommunity.com/profiles/76561198063450045/myworkshopfiles/?appid=255710 - RYUICHI KAMINOGI : https://steamcommunity.com/id/kaminogi_works/myworkshopfiles/?appid=255710 - SHIBAKATA : https://steamcommunity.com/profiles/76561198311158502/myworkshopfiles/?appid=255710 - YODOH : https://steamcommunity.com/id/YODOH_Gaming/myworkshopfiles/ - AKO AKO : https://steamcommunity.com/id/ako_ako/myworkshopfiles/ - YT140 紺野 つかさ : https://steamcommunity.com/id/konnoplant/myworkshopfiles/ - KONFOX0527 : https://steamcommunity.com/profiles/76561198186539810/myworkshopfiles/ Add anymore later if found out any.- 13 Replies
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How to make a Japanese city
xonedl replied to cromabianca's topic in Cities: Skylines General Discussion
If there are somekind of general guideline of Japanese city planning... their characteristic, rules of infrastructure, etc. Been looking at Google Map / Earth for days, still can't quite figure it out (guess I'm dumb). Still, knowing those still DOESN'T mean able to translate into C:S smoothly... Observation of suburban area:- 13 Replies
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How to make a Japanese city
xonedl replied to cromabianca's topic in Cities: Skylines General Discussion
Necro-ing... 4 years has passed. Anyone have any luck in replicating japanese residential feel? Seen a couple videos and post about "project japan" but those are urban business "downtown" area hmm...- 13 Replies
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Struggle in every aspect... v,v... visual setup, assets/mods available, industrial mechanism logic (what..?), LOD, how to screenshot... TEN FPS... Not done with it yet... still so many things to fix... Area size allocated for this shoreline industrial area : 2km x 4km It's a miracle Microsoft ICE is able to recognize & stitch together 160 skewed perspective aerial shots without much issue... Still, some glitches are unavoidable. Tall objects gonna looks weird... but I can't figure out other way of taking such shot... zooming out only cause LOD problems & decals fade out. Just remembered a camera mod to change FoV... maybe that can helps with tall object perspective hmmm... try next time. Would be great to get close to 2D projection - still, water reflection is major problem need to fix with photoshop, wish there is a mod to remove water reflection (or prevent the sun being reflected... )
