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Lycaeon posted:Well, the mod linked isn't Traffic++ persay. Well, that mod is the part of Traffic++ that strains a computer. The custom roads and so forth aren't as big a deal.
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# ? Sep 16, 2015 21:15 |
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# ? May 23, 2024 11:31 |
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Koesj posted:What is your city's population? 210k, all crammed into a growing cluster of office buildings and residential towers. I really should just start over with a halfway decent road network...
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# ? Sep 16, 2015 21:15 |
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Lycaeon posted:I really should just start over with a halfway decent road network... Should be the title of the thread
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# ? Sep 16, 2015 23:59 |
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Lycaeon posted:210k, all crammed into a growing cluster of office buildings and residential towers. Rule #1 of C The decency of the road network is halved by every upgrade you unlock.
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# ? Sep 17, 2015 00:07 |
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Mr Dog posted:Should be the title of the thread
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# ? Sep 18, 2015 04:26 |
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I really want to re-start doing some PoMo towers for C:S, and apparently working directly from SketchUp is easier now because of ThomThom's extension. Useful, because I'm approximately 1000 times better at SketchUp than 3dsMax. Not looking forward to optimizing those models, all the UV mapping, and figuring out how to bake, lod, and shake though Any tips from the modelers here? I think the other thread is dead.
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# ? Sep 18, 2015 15:41 |
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Those look nice. I'm still trying to wrap my head around texturing in max. Sketchup is cool and fun but it can produce some terribly inefficient meshes. I haven't used both side by side enough to make a direct performance comparison
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# ? Sep 18, 2015 15:52 |
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Yeahhh SketchUp's texturing for C:S workflow is supremely retarded, so back to learning 3dsMax for me! I can always go and import the base model into it anyway
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# ? Sep 18, 2015 17:35 |
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Some more shots and a little post from CO: https://forum.paradoxplaza.com/forum/index.php?threads%2Fcities-skylines-after-dark-dev-diary-5-almost-there.882177%2F Having separate budget sliders for day and night is cool. ToastyPotato fucked around with this message at 20:17 on Sep 18, 2015 |
# ? Sep 18, 2015 20:15 |
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Well well well if I just collapse in 3dsMax afterwards, it seems importing SketchUp components as layers cuts my tri use by a factor of 4.
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# ? Sep 18, 2015 22:54 |
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ToastyPotato posted:Having separate budget sliders for day and night is cool. You'll be able to turn off the police during night time? Or maybe just education, why would you pay for the schools when they're not open?
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# ? Sep 19, 2015 09:17 |
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Poil posted:You'll be able to turn off the police during night time? Or maybe just education, why would you pay for the schools when they're not open? The question is if they'll also see different use in a way that makes sense. Will people actually go home from school so nothing is lost by having them closed? Will more people be hurt so you need to have the ambulances available? Will people be more annoyed by the noise, or can you just let all garbage collection happen at night when there's no traffic? Also, I suppose it's for services as a whole — otherwise, dedicated night bus and subway routes would be neat.
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# ? Sep 19, 2015 11:33 |
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7 days to After Dark release - Something to read while you wait What is included in the free update A quite substantial portion of the expansion pack is free content. What is included in the paid update So the free stuff is good and all, but the elements that will really add a new layer to your city & the simulation is in the paid part. - Several new landmark buildings - Prison & attached functionality - International airport - New large cargo hub - Massive bus station - Taxis, taxi stand & depot - Bikes and bike paths - Roads with bike and bus lanes - Leisure specialization + buildings - Tourism specialization + buildings - New beautification (parks and other ploppables) - New props, vehicles, citizens and more!
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# ? Sep 19, 2015 12:15 |
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Looks like my plan of layering stuff in Sketchup, through 3ds Max, and then into the game is working out Still, 3000 tris already (while still modeling, moving towards 5k probably) and no texturing done yet:
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# ? Sep 19, 2015 15:04 |
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What is the best way to easily unlock all stuff? I thought that simply loading the GTA map worked but it didn't do anything for me?
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# ? Sep 19, 2015 15:32 |
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Le0 posted:What is the best way to easily unlock all stuff? I thought that simply loading the GTA map worked but it didn't do anything for me? Isnt there an option to unlock everything in the mods menu? That's one of two mods that come in the base game (the other being unlimited funds).
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# ? Sep 19, 2015 18:38 |
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Avocados posted:Isnt there an option to unlock everything in the mods menu? That's one of two mods that come in the base game (the other being unlimited funds). It unlocks all facilities and stuff but I'd like to get the unique buildings
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# ? Sep 19, 2015 18:42 |
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I've got some weird traffic issues in my city. An abandoned truck trailer sitting at an intersection: And a scooter that thinks it's a metro blocking an interchange:
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# ? Sep 19, 2015 19:11 |
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You running any mods?
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# ? Sep 19, 2015 19:59 |
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I look forward to giving them more money for After Dark. It looks great.
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# ? Sep 19, 2015 21:44 |
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Masa posted:And a scooter that thinks it's a metro blocking an interchange: Jesus that scooter can take a lot of pillions
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# ? Sep 19, 2015 22:10 |
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Imma bore you guys with some more work in progress pics but I'm putting an ungodly amount of my unfortunately free time into making a nice building: A slightly older pic of getting sketchup to play nice with 3ds Max: Only 5160 triangles! Less than Mr Maison's Colossal Mills, and seeing as how some of Gula's growables go above 3000 on a 4x4 lot (my tower is 10x10), I'm feeling pretty good about my model! Texturing is going to be a total bitch though.
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# ? Sep 20, 2015 01:33 |
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Does Cities: Skylines let you do bump mapping for fine details? I haven't played around with it in ages but at first glance it sounds like a slam dunk for handling things like those vertical lines. Although on second glance - maybe that's what you're doing? The last pic looks flat.
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# ? Sep 20, 2015 01:45 |
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Hadlock posted:Does Cities: Skylines let you do bump mapping for fine details? I haven't played around with it in ages but at first glance it sounds like a slam dunk for handling things like those vertical lines. Although on second glance - maybe that's what you're doing? The last pic looks flat. It does, but the verticality of this tower isn't exactly fine detail. Those pillars (pilasters?) are a meter wide. If you look at base game assets, or nicely optimized workshop ones, you'll see people using geometry at that scale all the time, and efforts to do this with normal mapping seem to turn out pretty lovely-looking. Still, 40% of my triangles are invested in the vertical facade elements right now and if it wasn't for the layering shown in the last pic, they would have broken up the sketchup model to a truly horrible degree. So I'm going to recombine a number of elements because I can, and since the texture should enable 120 meter-long things @ a 10cm resolution (1024x1024). I've mapped gently caress all up until now though, and I hope I don't run into .fbx exporting problems where you'll see seams like with my last try
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# ? Sep 20, 2015 02:15 |
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Le0 posted:It unlocks all facilities and stuff but I'd like to get the unique buildings This has most of the unlocks unlocked.
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# ? Sep 20, 2015 22:09 |
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People are streaming After Dark now that the embargo's been lifted.
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# ? Sep 21, 2015 18:06 |
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Koesj posted:People are streaming After Dark now that the embargo's been lifted. And TotallyMoo is having a chat session in Quill18's stream.
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# ? Sep 21, 2015 18:08 |
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Pretty excited that shorelines will raise land value, that's something that always annoyed me to no end.
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# ? Sep 21, 2015 18:54 |
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Supraluminal posted:Pretty excited that shorelines will raise land value, that's something that always annoyed me to no end. Finally, now all they have to do is create some sort of arcane, complicated algorithm for raising value based on "a good view" and land value will be perfect.
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# ? Sep 21, 2015 19:13 |
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Supraluminal posted:Pretty excited that shorelines will raise land value, that's something that always annoyed me to no end. I assume/hope nearby water pollution matters in that calculation?
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# ? Sep 21, 2015 20:24 |
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ToastyPotato posted:I assume/hope nearby water pollution matters in that calculation?
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# ? Sep 21, 2015 21:06 |
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Poil posted:It's be hilarious if it didn't though.
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# ? Sep 21, 2015 21:26 |
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I really wish they'd released the building nighttime lightmap spec a month ago so people could've been building their custom stuff After Dark ready.
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# ? Sep 22, 2015 07:48 |
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I'd say having to add a ton of lighting props might be more work than doing a color range selection on your luminosity map in PS
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# ? Sep 22, 2015 07:54 |
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T minus four days till all the mods break!
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# ? Sep 22, 2015 14:19 |
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Does turning off auto-update for the game also turn off auto-update for workshop content?
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# ? Sep 22, 2015 19:07 |
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Eric the Mauve posted:T minus four days till all the mods break! I was just watching Enter Elysium's preview-LP, and it looks like a fair amount of mods — at least convenience mods — still work with whatever version he got his hands on. Tons of assets will probably just outright break, though, so there's always that.
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# ? Sep 22, 2015 21:06 |
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McGlockenshire posted:Does turning off auto-update for the game also turn off auto-update for workshop content? No. Steam Workshop will update because it knows best.
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# ? Sep 23, 2015 01:28 |
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Tippis posted:I was just watching Enter Elysium's preview-LP, and it looks like a fair amount of mods — at least convenience mods — still work with whatever version he got his hands on. Tons of assets will probably just outright break, though, so there's always that. It's probably time to start a new city since I've got two that are 100,000+ that I'm just expanding out and tweaking the highways etc.
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# ? Sep 23, 2015 01:31 |
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# ? May 23, 2024 11:31 |
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Tippis posted:I was just watching Enter Elysium's preview-LP, and it looks like a fair amount of mods — at least convenience mods — still work with whatever version he got his hands on. Tons of assets will probably just outright break, though, so there's always that. How do you figure? I'd have thought assets would generally be safe, wouldn't they? Lightmaps aside.
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# ? Sep 23, 2015 01:33 |