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Anyone know if its possible to modify the rate of garbage output for a building, or the "multiplier" for residences/job-spots when a building upgrades? How many residences can a bigass tower hold IRL anyways in terms of condos?
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# ? Mar 16, 2015 23:12 |
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# ? May 25, 2024 14:25 |
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Nah it's something about the way Skylines imports stuff, seems to be unit-agnostic. Anyway, I export it all as fbx, and the supported maps are diffuse, normal, spec, alpha and luminance. Once you do that, you can import objects as props, then make a building using the prop.
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# ? Mar 16, 2015 23:12 |
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xzzy posted:"Blender noob to pro" was once the default suggestion but I'm not sure it's been updated in a long time. A second choice would be the blender tutorial hub: I followed noob to pro and well, it helps. Unfortunately a lot of the tutorials, especially toward the end, target an older version when the ui was different, so you need to search for some of that poo poo. And you really need to follow a tutorial, Blender isn't very discoverable for a noob.
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# ? Mar 16, 2015 23:18 |
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simosimo posted:Too soon? Not soon enough. Brilliant.
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# ? Mar 16, 2015 23:18 |
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I'd hesitate recommending Blender to a newbie. I've no problem using it because I've used various 3d programs over the years and it's all the same, just a matter of finding out what the hell it's called in this particular package and how to get to it. For someone new to 3d modelling? Uuuuuuh.
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# ? Mar 16, 2015 23:20 |
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nielsm posted:But how the hell are you supposed to build a city from two highway spurs?! This is loving disgusting.
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# ? Mar 16, 2015 23:25 |
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SynthOrange posted:I'd hesitate recommending Blender to a newbie. I've no problem using it because I've used various 3d programs over the years and it's all the same, just a matter of finding out what the hell it's called in this particular package and how to get to it. For someone new to 3d modelling? Uuuuuuh. And what are the alternatives? Laying down a month's rent on one of 3DS or Maya?
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# ? Mar 16, 2015 23:27 |
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http://store.steampowered.com/app/243580/ Otherwise yes, Blender is free, but it'll be like learning to drive but all the labels in the car and the maps are printed out by Google auto translate from some factory in Shenzen. Synthbuttrange fucked around with this message at 23:30 on Mar 16, 2015 |
# ? Mar 16, 2015 23:28 |
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loving learn to merge properly you retards: I have been dicking around with this interchange for ages trying to find something that doesn't result in massive jams and they all fall apart just because these idiot drivers can't use more than one lane.
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# ? Mar 16, 2015 23:35 |
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Rail over road is now a thing I guess. Modders are going to put Colossal Order out of business at this rate.
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# ? Mar 16, 2015 23:36 |
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DEO3 posted:Rail over road is now a thing I guess. That's tomorrow evening after work sorted for me.
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# ? Mar 16, 2015 23:41 |
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I kind of wish there was a 1910 setting for this game where mass transit was incredibly important because most people didn't own a car, also everything moved much slower. It'd sure help railways be more relevant.
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# ? Mar 16, 2015 23:42 |
SynthOrange posted:Nah it's something about the way Skylines imports stuff, seems to be unit-agnostic. Anyway, I export it all as fbx, and the supported maps are diffuse, normal, spec, alpha and luminance. Once you do that, you can import objects as props, then make a building using the prop. Well poo poo. Autodesk has a .fbx exporter that might fix the issue, because even following the guide I'm having trouble with actually getting the thing into the game. I've set the scales and all that and added a test map and... nothing. Any particular settings you used?
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# ? Mar 16, 2015 23:44 |
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Just the default settings out of blender. Got PMs? When I get home I'll upload a reference file that I used successfully to get stuff into the game. (I only just got into work tho, it'll be about another 8 hours )
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# ? Mar 16, 2015 23:46 |
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SynthOrange posted:http://store.steampowered.com/app/243580/ Huh, shows how well I keep up on the pulse of things. I had no idea they'd made a Steam release. To be fair I stopped looking for options a long time ago, once I got over Blender's learning hump it's proven sufficient for just about everything I need.
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# ? Mar 16, 2015 23:49 |
SynthOrange posted:Just the default settings out of blender. Got PMs? When I get home I'll upload a reference file that I used successfully to get stuff into the game. (I only just got into work tho, it'll be about another 8 hours ) Yeah, I have PM. It'd be good to know because I'm really banging my head against the wall on this. e: well I got it to work, but apparently I created the texture upside-down e2: sort of. It appears in the preview window but not in the edit mode. e3: actually... I think it IS appearing, it's just really, really, really, really tiny despite me jacking the scale up. What the hell. Noyemi K fucked around with this message at 00:06 on Mar 17, 2015 |
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# ? Mar 16, 2015 23:50 |
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StarMinstrel posted:I recommend this chap's awesome sunset color setup for my Mars map : http://steamcommunity.com/sharedfiles/filedetails/?id=408111134 Hey yo just wanted to say your Mars map is probably my favorite of all I've tried so far, both stock and modded. It's got a great combination of features, altitudes, plains., etc that make it really fun to work with.
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# ? Mar 17, 2015 00:10 |
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Yeah, as I said, when exporting from Blender the scale needs to be 400x to be tile for tile. You can set it from the FBX export window, there's a panel on the left to set the export scale. Alternatively when importing it into Cities, you can set the scale to 400 instead of 1.
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# ? Mar 17, 2015 00:11 |
Cool, I just got this thing to work! Hooray! Except now it's slightly too large!
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# ? Mar 17, 2015 00:11 |
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I made a t-intersection of highways, but then decided I wanted to carry on the bit beyond the T and I already had a rail line and some roads laid down and I guess it's just
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# ? Mar 17, 2015 00:11 |
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Is it me or are ore/oil deposits just too shallow? They last for maybe a year with the appropriate zoned industry on top of them, and then next thing you know you turn around and all your mining buildings and pumpjacks are turned into smelters and refineries which now have to import stuff, doubling your truckloads. At least they make bank while they're doing that, but walk away from your city for 15 minutes and money's not an problem.
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# ? Mar 17, 2015 00:15 |
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Ofaloaf posted:
Intensity Rating: 6.6 Nasuea Rating: 8.0
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# ? Mar 17, 2015 00:16 |
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Ofaloaf posted:
I wish there was an option to "lock" your cash when you want to modify roads. The amount of placing, deleting, and redoing can kill your cash quick, but when you "unlock" it subtracts the amount needed for the current configuration.
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# ? Mar 17, 2015 00:16 |
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Why don't cargo trains come to this station? I built it along with my new downtown district to attempt to resolve some problems my commercial zones were having with their goods supplies. I had anticipated that cargo trains would arrive, vans would spawn, and they would drive off to deliver to the shops in the area. But literally not one train ever arrived. Eventually I decided I was going to have to put a new industrial zone in after years of being office-only, which is partially visible on the right. It failed miserably due to lack of workers, but for some reason the cargo stations there receive deliveries, and so you can see the little horde of vans crossing the bridge on their way to deliver to my commercial district. But why won't they visit the station downtown? The station is on, powered, watered, connected by rail in both directions and has road access (and removing the junction right in front of the station makes no difference). What's going on?
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# ? Mar 17, 2015 00:17 |
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quote!=edit
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# ? Mar 17, 2015 00:17 |
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OwlFancier posted:I kind of wish there was a 1910 setting for this game where mass transit was incredibly important because most people didn't own a car, also everything moved much slower. no airports, but to compensate you'd be able to plan and build sprawling, complex harbors and shipping lanes! God, that would be amazing.
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# ? Mar 17, 2015 00:17 |
Now that my prop is in the game... how the hell do I use it on buildings and stuff?
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# ? Mar 17, 2015 00:21 |
It's probably too much to ever hope for from skylines, but what I'd really like from the next step forward in city sims is one that allows you to start your city in pre-modern time (say, in the medieval to early industrial age) and develop it from there and into modern times with the needs and methods of city development changing radically over time.
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# ? Mar 17, 2015 00:22 |
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Slickdrac posted:The Traffic Trident, a main trunk 6 lane road that maximizes throughput while permitting 2 way traffic that can return to the main trunk line. (Note: Left and Right roads are NOT 4 lanes, they are opposing direction 2 lane one ways) Do you have an asset for this?
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# ? Mar 17, 2015 00:24 |
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http://cloud-2.steamusercontent.com/ugc/707402399209628903/4F77141FE887F6D98C9EFE3661FD728BB84E33FC/ http://steamcommunity.com/sharedfiles/filedetails/?id=409184143&searchtext=police "Only ambulances, hearses, police cars, fire trucks and garbage trucks can use these roads. Commercial zones will not last long (no supplies to sell). Buses will be added later. " Now there is a mod that allows pedestrian walkways to be used by public service vehicles. Police, Fire EMS and garbage trucks will use pedestrian walkways and you can also zone pedestrian walkways with buildings. This is awesome. It allows you to build better neighborhoods without worrying about the services getting there. Plenty of European cities have walkable-only ways that police still use but no private cars are allowed into.
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# ? Mar 17, 2015 00:32 |
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sigseven posted:This Swindon Magic Roundabout knock-off says otherwise: You want bad Swindon Magic implementation? I'll give you bad Swindon Magic implementation. That's closer to how the actual thing works. With the prescient lane-handling system it'd probably work pretty well.
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# ? Mar 17, 2015 00:32 |
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Running around the town you built with the citizen eye level camera mod is literally all the knees of all the bees. http://steamcommunity.com/sharedfiles/filedetails/?id=406749417
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# ? Mar 17, 2015 00:34 |
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This Timboh guy has dumped a pretty neat bunch of everyone's favourite interchanges onto the Workshop. http://steamcommunity.com/profiles/76561198060118858/myworkshopfiles/?appid=255710 quote:Gothic interchanges have a bit of a shady reputation, worse than it deserves in my opinion. They sometimes go by the name "Malfunction Crossing" due to its deceptivly broken-looking structure, with the mainline carriageways switching sides. The name also originates from the problems with the ramps in the inner lane. This is a problem in the real world, where heavier, slower traffic will have a hard time reaching, and leaving, these ramps. However, I think a directional setup might be beneficial in-game, since concepts like road safety, and individual vehicle speed (seperate from road speed) doesn't seem to affect the capacity of the interchange.
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# ? Mar 17, 2015 00:37 |
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Noyemi K posted:Now that my prop is in the game... how the hell do I use it on buildings and stuff? Create new asset - Building. Pick a building type and build. For some reason the props are plopped under Park equipment. I havent figured out how to add icons to a prop yet either so it'll appear as an incomplete grey pile of bricks when looking for it in the menu.
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# ? Mar 17, 2015 00:38 |
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You guys and your efficient roads are just so boring. When in doubt, add another road.
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# ? Mar 17, 2015 00:43 |
SynthOrange posted:Create new asset - Building. Pick a building type and build. For some reason the props are plopped under Park equipment. I havent figured out how to add icons to a prop yet either so it'll appear as an incomplete grey pile of bricks when looking for it in the menu. Oh, hah... thar she blows. The benches section. Didn't even notice before! Well, guess it's time to get modeling
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# ? Mar 17, 2015 00:45 |
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Vahakyla posted:
Haha. Holy poo poo. This rules.
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# ? Mar 17, 2015 00:49 |
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Fire engines barrelling down the skywalks.
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# ? Mar 17, 2015 00:51 |
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Fintilgin posted:Haha. Holy poo poo. This rules. Must-have mod. Hope the visual glitch he mentions isnt too awful, but the functionality alone means you've gotta have this poo poo IMO.
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# ? Mar 17, 2015 01:01 |
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# ? May 25, 2024 14:25 |
Here comes some mods, baby
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# ? Mar 17, 2015 01:02 |