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Furnaceface posted:This would own, especially if I can recreate Habitat 67. Seeing that, it'd actually be really cool if there was a mod that procedurally combined smaller prefab units to make a building, like how Habitat 67 is designed. I don't know whether the engine supports that, though. In searching for procedural buildings I found this page which apparently has a program for creating building models procedurally from photographs - it'd be really cool if someone could figure out how to use that to make buildings for Skylines
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# ? Apr 8, 2015 23:58 |
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# ? May 25, 2024 11:14 |
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Moridin920 posted:Is that the person who goes around to different building mods and posts a side by side comparison shot of all the modded buildings and is angry about how they aren't all to scale with each other? lol at that guy.
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# ? Apr 9, 2015 00:11 |
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Can you delete your installed mods by just finding the directory they're saved in? Or do you have to unsubscribe to each ... and ... every ... one.
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# ? Apr 9, 2015 00:51 |
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Domattee posted:Kinda? It's going to lose at least a couple hundred polys as is but a lot of the detail is repeating stuff that will have to happen either to the entire building or not at all, so I have to check how bad the difference is in-game. e: Also, we should go to the modding thread for more technical talk.
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# ? Apr 9, 2015 00:53 |
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meatsaw posted:Can you delete your installed mods by just finding the directory they're saved in? Or do you have to unsubscribe to each ... and ... every ... one. You can delete them that way but I'm pretty sure if you don't unsub to them Steam will just reinstall them next time you launch the game.
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# ? Apr 9, 2015 00:56 |
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https://www.youtube.com/watch?v=bvhYbOyS9Wg Here's that amazing traffic light and intersection manager mod. Can't wait.
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# ? Apr 9, 2015 01:04 |
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Baronjutter posted:https://www.youtube.com/watch?v=bvhYbOyS9Wg I sort of hope, once they're done with the tunnels/frontages update, CO look at some of the better designed mods and implement some of them natively.
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# ? Apr 9, 2015 01:07 |
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Moridin920 posted:Is that the person who goes around to different building mods and posts a side by side comparison shot of all the modded buildings and is angry about how they aren't all to scale with each other? lol at that guy. Show him this:
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# ? Apr 9, 2015 01:40 |
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Holy crap that's awesome.
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# ? Apr 9, 2015 01:40 |
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How can you even tell what size the stupid massive buildings are? I'd love to unsubscribe to all the big bloated 70mb ones but I can't figure out how to determine which are big and which are not made by hi-res hi-poly spergs
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# ? Apr 9, 2015 01:49 |
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Baronjutter posted:https://www.youtube.com/watch?v=bvhYbOyS9Wg God that looks perfect. Here's hoping it doesn't gently caress the AI/gameplay six ways to Sunday and/or is made by someone who insists on inserting Oblivion Gates into your cities
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# ? Apr 9, 2015 01:56 |
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Bogan Krkic posted:How can you even tell what size the stupid massive buildings are? I'd love to unsubscribe to all the big bloated 70mb ones but I can't figure out how to determine which are big and which are not made by hi-res hi-poly spergs From what people said earlier in the thread, even the large physical sized buildings shouldn't be above 10 MB in size, Unless I misunderstood, but in culling my own subscriptions I found plenty of skyscrapers I kept because they were 10 MB or under.
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# ? Apr 9, 2015 02:58 |
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Longbaugh01 posted:From what people said earlier in the thread, even the large physical sized buildings shouldn't be above 10 MB in size, Unless I misunderstood, but in culling my own subscriptions I found plenty of skyscrapers I kept because they were 10 MB or under. Sure but how do I even determine the file size, do I have to go through the files themselves rather than on steam and if so where are they kept
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# ? Apr 9, 2015 03:01 |
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Bogan Krkic posted:How can you even tell what size the stupid massive buildings are? I'd love to unsubscribe to all the big bloated 70mb ones but I can't figure out how to determine which are big and which are not made by hi-res hi-poly spergs Building size has almost no impact (if any) on file size whatsoever, and poly count is usually negligible compared to textures, 70MB is uncompressed 8k by 8k textures or something moronic like that. Is there a tool that can open .crp yet? A lot of the stupid-large assets could probably be fixed by just opening and saving them in GIMP or something.
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# ? Apr 9, 2015 03:03 |
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Bogan Krkic posted:Sure but how do I even determine the file size, do I have to go through the files themselves rather than on steam and if so where are they kept It's listed on Steam for each asset/mod at the top right.
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# ? Apr 9, 2015 03:14 |
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Longbaugh01 posted:It's listed on Steam for each asset/mod at the top right. I knew I was missing it somewhere, thanks
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# ? Apr 9, 2015 03:16 |
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Moridin920 posted:You can delete them that way but I'm pretty sure if you don't unsub to them Steam will just reinstall them next time you launch the game. You can actually unsub from right in the game's own startup menu.
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# ? Apr 9, 2015 03:56 |
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Hunter Noventa posted:You can actually unsub from right in the game's own startup menu. I don't know about your install, but that menu on mine is painfully slow for unsubscribing to a bunch of things. Even with that improved asset menu mod. It was much, much, quicker to go through Steam, and I don't think even the improved assets menu shows the size right there. Easiest way I found was to go to your subs, filter building, then go through all (250 or so for me) subs and see which ones are too big file wise. Maybe there's an easier way, but I couldn't think of it.
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# ? Apr 9, 2015 04:18 |
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Baronjutter posted:https://www.youtube.com/watch?v=bvhYbOyS9Wg I will jump on this mod as soon as it is released, setting traffic priority and turning lanes probably should have been a built-in feature. Light-timing looks like , though. What would be great is if you could just select a string of intersections in a row and have the game compute the optimal synchronization for you. Or the way it works in my hometown, where the lights are fed information from sensors under the pavement.
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# ? Apr 9, 2015 04:52 |
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Bel Monte posted:My rule of thumb is 10mb or more boots you out the door. Is there an easy way to tell the size of workshop items? EDIT: answered, it seems. MikeJF fucked around with this message at 05:10 on Apr 9, 2015 |
# ? Apr 9, 2015 05:08 |
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Enos Shenk posted:People keep whining on my building workshop pages about them not being real-world scale. Guess what, dipshits, nothing in the game is real-world scale. And I'm not a sperg, so I model buildings to fit the style and look good. Oh wow, can this conversation be moved into the mod thread? Not because I think its going anywhere different its just I didnt see ridiculous mod drama happing so fast, normally takes years to surface. Lets savour every drop.
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# ? Apr 9, 2015 05:08 |
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With the thread title being "you should purchase this game, you won't regret this" I'm pretty sad. I own a Venue 8 pro and a Dell laptop--both of which are under the min. system requirements--so I imagine that I won't be able to run this game, meaning I will regret the purchase. Also, Intel Integrated Graphics aren't supported, so I guess even if my processors were faster I still would be hosed. Even though the game looks pretty, I'm surprised that a city building game is intense enough that my lame computers can't run it. Has anyone had luck with running the game on a less-than-optimal system?
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# ? Apr 9, 2015 05:14 |
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VostokProgram posted:I will jump on this mod as soon as it is released, setting traffic priority and turning lanes probably should have been a built-in feature Amen, that's my #1 most wanted feature with a bullet.
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# ? Apr 9, 2015 05:17 |
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I'm glad my rule for file size is helping people out. It's sort of just a rough guide though, so if you really must have a 15mb building go for it. I have no doubt large complex Frank Gehry buildings in the future will have to be like 15mb. I just think it's better to wait for the good buildings to come later, because there's no good reason why a simple box is 20mb. What gets me are buildings that are just so plain and basic are so bloated. Makes me half tempted to learn how to just do texture edits so I can upload optimized versions of everyone's creations. But that'd start something and I'm not sure I'm ready for it.
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# ? Apr 9, 2015 05:38 |
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I have a feeling a lot of the bloated buildings are from either first-time modelers who don't understand less is more when it comes to real-time rendering assets for a game, or SC4 modelers who once again have zero experience rendering in real time and come from a world where people would brag about how long their building took to render.
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# ? Apr 9, 2015 06:00 |
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Have they fixed the growable asset bug yet? I think it was something like only a limited number of growables were actually popping up in-game.
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# ? Apr 9, 2015 06:10 |
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Where the heck are the downloaded workshop mods stored on the harddrive? I can't find them in Documents, AppData, or the Steam folder.
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# ? Apr 9, 2015 06:48 |
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Poizen Jam posted:Where the heck are the downloaded workshop mods stored on the harddrive? I can't find them in Documents, AppData, or the Steam folder. They should be in the Steam folder: Steam\steamapps\workshop\content There should be numbered folders in there, those correspond to games (so for example my Cities Skylines folder in there is '255710'), and all your mods should be in that folder. I'm pretty sure the numbers are the app ID of the game in Steam so your folder should be 255710, too. Moridin920 fucked around with this message at 07:44 on Apr 9, 2015 |
# ? Apr 9, 2015 07:41 |
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The Sean posted:Also, Intel Integrated Graphics aren't supported, so I guess even if my processors were faster I still would be hosed. I'm able to run it at variably terrible framerates with an Intel Integrated hd 4400 on an i3 3140. Though It totally failed on a Toshiba laptop using an original intel integrated hd. Longbaugh01 fucked around with this message at 08:34 on Apr 9, 2015 |
# ? Apr 9, 2015 08:30 |
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I think I have more fun with the map editor than I do the actual game.
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# ? Apr 9, 2015 08:35 |
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VostokProgram posted:I will jump on this mod as soon as it is released, setting traffic priority and turning lanes probably should have been a built-in feature. Light-timing looks like , though. What would be great is if you could just select a string of intersections in a row and have the game compute the optimal synchronization for you. Or the way it works in my hometown, where the lights are fed information from sensors under the pavement. It just looks totally amazing, both the mod itself and the fact that it seems so easy to put into the game.
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# ? Apr 9, 2015 09:56 |
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I hooked up Dirtopia's highway connection to a cargo harbor. It did not go well.
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# ? Apr 9, 2015 10:51 |
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Fish Fry Andy posted:
SynthOrange posted:I hooked up Dirtopia's highway connection to a cargo harbor.
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# ? Apr 9, 2015 11:39 |
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Poil posted:This however looks really bad. What in the world were you expecting would happen? Pave that poo poo all the way through, add lots of on and off ramps and several bridges to get across or something.
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# ? Apr 9, 2015 11:52 |
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Someone should make a gun mod for this game.
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# ? Apr 9, 2015 11:53 |
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Tunga posted:That would ruin the gimmick somewhat, no? Exactly. The city deals fine with the cargo train because I'm able to run it right into the heart of the industrial center. The harbor will need something similar if it isnt to clog up the highway.
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# ? Apr 9, 2015 11:58 |
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Tunga posted:That would ruin the gimmick somewhat, no?
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# ? Apr 9, 2015 12:07 |
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SynthOrange posted:Exactly. The city deals fine with the cargo train because I'm able to run it right into the heart of the industrial center. The harbor will need something similar if it isnt to clog up the highway.
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# ? Apr 9, 2015 12:08 |
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circ dick soleil posted:Someone should make a gun mod for this game.
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# ? Apr 9, 2015 12:45 |
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# ? May 25, 2024 11:14 |
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I built a cargo train station with a huge six lane roundabout connected by ramps to two highways in the middle of nowhere and the travel time calculation still brings a fair bit of traffic to it from the industrial areas. It's relieved pressure from the two cargo stations in the city itself, and I can build a huge fuckoff industrial zone there when I get around to it. Bonus picture: Only when I'd built that huge highway bridge from the back to the huge roundabout in the middle did I wake up and go "Man, this is a bit of a mess." To be fair there's a fair few ramps and poo poo that can be culled. I also wish the pedestrian pathways didn't look like a gray space spider is stalking the city but they're so useful! Thanks to them and the public transit system the university generates negligible traffic and I only need one in the entire city. Sulphagnist fucked around with this message at 12:49 on Apr 9, 2015 |
# ? Apr 9, 2015 12:47 |