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Yes but real world terrain is really boring in game without a lot of tweaking.
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# ? Dec 19, 2015 23:18 |
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# ? May 28, 2024 15:19 |
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xzzy posted:Yes but real world terrain is really boring in game without a lot of tweaking. It's also hard to get hold of good data that sensibly recreates the terrain without making it noisy, which often adds even more required tweaking in the form of smoothing out those kinks with less than optimal tools.
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# ? Dec 19, 2015 23:22 |
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Fasdar posted:I know everyone has a lot going on, but I thought I'd post this video. I think it really captures what makes this game great. Someone call an ambulance, this man is clearly having a
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# ? Dec 19, 2015 23:27 |
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xzzy posted:Yes but real world terrain is really boring in game without a lot of tweaking. That's fair enough, I find it's good to use the real world terrain to create a basic shape and then manually make the cool stuff but maybe that's just me being ocd
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# ? Dec 19, 2015 23:34 |
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What are some good rules of thumb to future-proof a new city? I always end up boxed in on all sides due to previous (mindless) road- and utility placement* *Insert you and every city/government planning office ever comment here.
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# ? Dec 21, 2015 02:24 |
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Just demolish or move anything holding you back. Be brutal and ruthless.
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# ? Dec 21, 2015 02:38 |
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It's not uncommon for real cities to include block-wide right of ways and also reserve two blocks on either side of major thoroughfares for future expansion purposes.
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# ? Dec 21, 2015 02:42 |
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double nine posted:What are some good rules of thumb to future-proof a new city? I always end up boxed in on all sides due to previous (mindless) road- and utility placement* Space is your friend, and ridiculous land use doesn't actually cost anything. Put stuff as far apart as possible without having roads break the bank. Also, plan where your backbone will go from the very start and mark out that area with dirt paths or power lines or something so you don't build over it. After that, connect new areas to the backbone and expand outwards away from it more than alongside it. This has the added benefit of making it less likely that you accidentally build in shortcuts that will get gridlocked with trucks, service vehicles, and small cars because everyone thinks it's the quickest route.
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# ? Dec 21, 2015 03:23 |
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It would be really cool for the game to integrate the idea of easements. They already got partway there with their road upgrade feature, which loving owns, but the ability to chop off someone's front yard to make a wider road would be even cooler.
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# ? Dec 21, 2015 05:06 |
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Is there any way to get from a Sketchup model to a C:S-appropriate .fbx file without spending money on Sketchup Pro, 3ds Max, or such programs that cost Real World Moneyİ? I just want to slap a few car models I found in the warehouse into Skylines, but I can't figure out how to convert them and get them in using only freeware. e: Hell, while I'm asking mod questions, is there any straightforward way of turning a unique ploppable into a growable via the asset editor? There's some neat Art Deco and early 20th century buildings I'd like to add in as growable towers, but I can't figure out how to load up something in the asset editor and change it into a different category. Ofaloaf fucked around with this message at 06:28 on Dec 21, 2015 |
# ? Dec 21, 2015 06:23 |
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Wrt your first question, I believe there's an .fbx exporting plugin for Sketchup but texturing your asset is going to be not great. 3ds Max comes as a three year-long student edition as well. It's what I ended up using. Also Blender is completely free.
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# ? Dec 21, 2015 16:16 |
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I imagine car models out of sketchup would be grossly unoptimized for a tiny car on a tiny street in Skylines.
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# ? Dec 22, 2015 03:21 |
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mutata posted:I imagine car models out of sketchup would be grossly unoptimized for a tiny car on a tiny street in Skylines. There's all sorts of models that I'd love to get into C:S if I just got the right path of freeware conversions figured out.
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# ? Dec 22, 2015 03:37 |
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Seems pretty high. I would say 500-900 triangles max. (Triangles is the count that matters). They need LODs I assume as well, and those should go even lower, down to 50 tris or less. You can get free programs that generate LODs though.
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# ? Dec 22, 2015 03:48 |
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Ofaloaf posted:I confess, I'm not altogether sure what a good poly count is for vehicles in C:S. I know tris and polygons aren't the same, but usually there's some -ish relationship between the two, right? Would 5000 polys be excessive? 4000? 3000? Are 2400 polys too much for a small building? From the wiki: quote:The model size is not limited other than by Unity's limit of about 65000 vertices per mesh, but even approaching that is too much for single assets. To give some rough guidelines, the triangle count of the building models in the stock game ranges from less than 1000 triangles for the smallest and simplest buildings to about 5000 for large and complex buildings. A few exceptional buildings use up to 10-15k triangles. Vehicles typically have 500-1000 triangles, while trees vary from a few hundred for simple bushes to about 2000 for the more complex ones. Also note that a large number of props can also make the asset rendering slower, which is why there is a limit in the asset editor.
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# ? Dec 22, 2015 03:48 |
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From modders' testing I've also gathered that keeping texture size in check will greatly depress filesize and probably loading times, higher tri counts are much preferred over a bigger texture map, and having a more sculpted model (ie tris sharing vertices/points) does indeed lead to better performance. The last point kind of clashes with the first two though since long, UV overlapping, and often non-connected geometry makes way better use of texture size than more organic approaches. CO have also started to exceed the recommended stats in their own wiki; with the patched-in buildings having a ton of tris compared to their tidy texture sizes (IIRC this is a thing especially with the euro ones). It's an approach I've very much tried to emulate with my own assets. Still, for cars, it should work differently than any super-instantiated skyscraper.
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# ? Dec 22, 2015 12:44 |
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The expansion is 6 bucks on Amazon (not sure about folks outside the United States). Figured I'd mention it since that's cheaper than the Steam sale price.
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# ? Dec 23, 2015 05:23 |
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Sinister_Beekeeper posted:The expansion is 6 bucks on Amazon (not sure about folks outside the United States).
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# ? Dec 23, 2015 17:31 |
i think i might buy this game tonight
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# ? Dec 23, 2015 19:29 |
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Sinister_Beekeeper posted:The expansion is 6 bucks on Amazon (not sure about folks outside the United States). Dumb question here but I'm assuming that if you get the dlc off Amazon it can still be added to steam, yes?
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# ? Dec 23, 2015 20:12 |
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Quick question: can laptop with 2.7 ghz CPU speed handle this game okay?
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# ? Dec 23, 2015 20:46 |
800peepee51doodoo posted:Dumb question here but I'm assuming that if you get the dlc off Amazon it can still be added to steam, yes? Yes.
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# ? Dec 23, 2015 20:48 |
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BravestOfTheLamps posted:Quick question: can a 2.7 ghz laptop handle this? Almost certainly, I run it maxed out on a not that powerful PC so a decent laptop could easily run it.
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# ? Dec 23, 2015 20:48 |
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BravestOfTheLamps posted:Quick question: can laptop with 2.7 ghz CPU speed handle this game okay? You can get it to run even on fairly modest hardware. It'll more be a question of what your upper limit for city size is (and how fast the simulation can run at that size), and how hard your CPU fan will have to work to keep up. You probably won't be running any 200k-cim megacities on that thing, but you'll probably get past the final population tier well enough.
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# ? Dec 23, 2015 21:01 |
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Thanks! And merry christmas!
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# ? Dec 23, 2015 21:02 |
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Is there any buzz about what the next DLC will be?
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# ? Dec 23, 2015 21:02 |
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Baronjutter posted:Is there any buzz about what the next DLC will be? I have no idea, but I would hope it includes trams, that crucially are able to share the road with regular traffic. Some tweaking to make sims actually use regional trains would also be great.
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# ? Dec 24, 2015 14:32 |
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Trams/cable cars would be pretty boss and would actually get me to use forms of transportation other than cars, as opposed to now where I basically never bother with buses, subways, et cetera.
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# ? Dec 24, 2015 19:37 |
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Is there a mod that sets certain stations/routes to use a specific train? My airport people mover should not be my high speed commuter rail.
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# ? Dec 24, 2015 19:52 |
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Eskaton posted:Is there a mod that sets certain stations/routes to use a specific train? My airport people mover should not be my high speed commuter rail. Advanced Vehicle Options: http://steamcommunity.com/sharedfiles/filedetails/?id=442167376
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# ? Dec 24, 2015 19:56 |
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I use trains as above-ground metros and have no issues in them being jam packed by cims. YMMV.
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# ? Dec 24, 2015 20:22 |
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Vahakyla posted:I use trains as above-ground metros and have no issues in them being jam packed by cims. YMMV. I like trains because I can ride them around.
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# ? Dec 24, 2015 20:50 |
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The town is divided, leading into traffic congestions. Traffic is focused on a single roundabout that absorbs the heavy traffic between the agrarian district and the generic Old Town. My solution so far has been to make everything four lanes, or six lanes. Cash flow is negative, will figure out as Christmas develops.
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# ? Dec 25, 2015 03:00 |
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The solution is adding more roads, more roads until either roadpain goes away or there is no space for more roads.
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# ? Dec 25, 2015 03:13 |
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Problem solved: turns out my highway was pointing in the wrong direction, so a ton of traffic was diverted.
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# ? Dec 25, 2015 10:52 |
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BravestOfTheLamps posted:Problem solved: turns out my highway was pointing in the wrong direction, so a ton of traffic was diverted.
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# ? Dec 25, 2015 10:59 |
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Poil posted:I wonder how often that happens in real life. Edit: Disregard the overly angry... Whatever that was. Sorry. Relevant content: Are traffic agents completely distance based? That is a vehicle will only take the shortest distance to a destination ignoring road types? Fabulousity fucked around with this message at 05:12 on Dec 26, 2015 |
# ? Dec 25, 2015 12:22 |
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My first mega-project response to relatively minor traffic problems: a gently caress-off budget-obliterating highway ramp across the whole city. One slum razed and the GDP of an African nation spent. There is now less congestion in the Prospects district.
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# ? Dec 25, 2015 23:14 |
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Fabulousity posted:Oh you know, sorta here or there. gently caress people for living where they live and all that. Those filthy poors ought to know better anyways, after all can't they afford mediums? That's... not really what that post was about at all
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# ? Dec 25, 2015 23:46 |
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# ? May 28, 2024 15:19 |
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Fabulousity posted:Oh you know, sorta here or there. gently caress people for living where they live and all that. Those filthy poors ought to know better anyways, after all can't they afford mediums? Woh poo poo, hit a soft spot. Whats it have to do with having a section of the highway directing traffic backwards?
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# ? Dec 25, 2015 23:56 |