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Koesj posted:Search inside the main folder for the mod/asset’s name and the file at least should show up. Then right click > open location. Thanks! Found it. (C:\Users\<username>\AppData\Local\Colossal Order\Cities_Skylines)
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# ? Nov 2, 2017 11:48 |
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# ? May 26, 2024 09:20 |
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What's the best approach for making a pretty city if I want to avoid plopping as much as possible?
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# ? Nov 2, 2017 11:50 |
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One way is to smoosh grids. Whether you align main roads along riverbanks or some other terrain feature or whatever, it forces you to make "interesting" decisions where they converge.
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# ? Nov 2, 2017 12:21 |
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There's one thing I could never get right in this game and it's what I really love in builder games: squares, plazas and similar centerpieces, placed actually in the center of a neighborhood in a functional way. The way you might find in a typical European old town, but adjusted to the road-centric nature of Skylines without screwing up the road alignments. If any of that makes sense. If you guys have pictures of cool squares and plazas that fit well into the larger context of their towns/districts, that would be awesome.
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# ? Nov 2, 2017 16:05 |
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Guildencrantz posted:There's one thing I could never get right in this game and it's what I really love in builder games: squares, plazas and similar centerpieces, placed actually in the center of a neighborhood in a functional way. The way you might find in a typical European old town, but adjusted to the road-centric nature of Skylines without screwing up the road alignments. If any of that makes sense. A more residential focused park/square/transit zone Downtown square in front of a rail station I'll go make a fresh one just for you right now!
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# ? Nov 2, 2017 16:11 |
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Sometimes some public space is just a little corner with some street food and benches Sometimes it's just some extra open space in a neighbourhood where buildings don't quite fit but people use it. Maybe it's a quiet sort of square with a saint looking over Or it can be a commercial square surrounded by shop and restaurants and some ped-only streets. (This is the one I quick made just now, it's not award winning but it gets the job done) Context wise you can see it's at the end of what will be a well-used bridge, shops and commercial squares like to be in these sort of choke points. Sometimes a square isn't paved at all, it can just be a nice grassy area. Maybe that's a park?? Squares attached to office buildings often end up feeling sterile. Sometimes they're just glorified parking lots Once again a mostly "green square" or as some would call a "park"
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# ? Nov 2, 2017 17:11 |
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Alright, I figured out how I can make lower areas have higher density trees. Let the water flow, fill the map with a workshop tree you aren't planning on using on said map, then remove the water and place the trees you do want to use. Save the map, unsubscribe from the unwanted tree, then reload the map. It won't save any information regarding that workshop tree, so you're free to resubscribe afterwords. E: Here are some shots from in the actual game with all the shader bells and whistles loaded. turn off the TV fucked around with this message at 20:22 on Nov 2, 2017 |
# ? Nov 2, 2017 18:19 |
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I downloaded the biggest rocks I can find but they don't seem to be as big as your mega mountain rocks. Are you just plopping a million of them for hours or did I miss the mega rocks?
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# ? Nov 2, 2017 20:59 |
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Baronjutter posted:I downloaded the biggest rocks I can find but they don't seem to be as big as your mega mountain rocks. Are you just plopping a million of them for hours or did I miss the mega rocks? They're a combination of a couple thoudand of TPB's 40 meter rocks and the surface rock pack.
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# ? Nov 2, 2017 21:07 |
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Just wanted to show some stuff I've been working on since during the closed beta: way narrower roads. Sorry for the lovely imgur compression and me currently lacking the dynamic resolution mod. Obviously I've done zero lane/pavement texturing on these things. It's because the road editor is a ton of busywork. I also hate the fact that narrower roads give tons of clipping and artifacting around the terrain, so these might never see the public light of day. But hey, at least I've got working prototypes for 4m (half cell) wide freeway ramps, 8m (1 cell) wide two-laned freeways and local roads, and 16m wide (2 cell) 4-laned local arterials. The bridge models are shallow enough to give you 4m+ height clearance with only 6/7m of vertical space between roadways, and I got the devs to add in the vanilla ped road pillars as a pillar option during the beta (thanks CO). All this means that there's more compact options abound, even with realistic slope angles, than the hilariously oversized roads that are in the current game, especially its freeways (no help from NeXT there). Koesj fucked around with this message at 22:26 on Nov 2, 2017 |
# ? Nov 2, 2017 22:23 |
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I so so want to fill in some of the gaps in the road selection myself one day. What do you need to do to make your own road? And how do you deal with poo poo like trams and bike lanes? Although for the most part I mostly just want some aesthetic changes to some existing roads. Like take one of those network extensions 1-lane mini roads and give it a nice cobblestone texture and some prettier sidewalks, just poo poo like that.
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# ? Nov 2, 2017 22:26 |
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Fargin Icehole posted:best way to play this game is with Sim Broadway from Sim City 3000 playing in the background Not sure if you meant in the background as in outside of the game or not but if you did, there is a mod for that. CSL Music Mod lets you create custom radio stations, like Sim City 3000, Sim City4, etc. There are quite a few more custom radio stations on the workshop to fit different themes but these are my choice. SC4 Rush Hour had the best soundtrack. I could listen to ElectriCITY all day long.
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# ? Nov 2, 2017 22:32 |
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Koesj posted:Just wanted to show some stuff I've been working on since during the closed beta: way narrower roads. Sorry for the lovely imgur compression and me currently lacking the dynamic resolution mod. If you're having clipping issues would it not be possible to use the fine road anarchy option to force elevated models, even if at ground level? I use that option all the time when working with more extreme slopes in order to avoid terrain seams. E: On that note, is it possible to just make the sides of the road go much further down than they normally do? turn off the TV fucked around with this message at 22:48 on Nov 2, 2017 |
# ? Nov 2, 2017 22:44 |
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Enzenx posted:Not sure if you meant in the background as in outside of the game or not but if you did, there is a mod for that. CSL Music Mod lets you create custom radio stations, like Sim City 3000, Sim City4, etc. There are quite a few more custom radio stations on the workshop to fit different themes but these are my choice. SC4 Rush Hour had the best soundtrack. I could listen to ElectriCITY all day long. That's my favorite drat track ever. Playing this game with the SC4 soundtrack is great.
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# ? Nov 2, 2017 23:06 |
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turn off the TV posted:If you're having clipping issues would it not be possible to use the fine road anarchy option to force elevated models, even if at ground level? I use that option all the time when working with more extreme slopes in order to avoid terrain seams. The geometry itself is already a couple of cms above the terrain and it's got pretty large downward sloping angles into the terrain. The only non-pavement texture you can force to show up on those sides is the grassy one though, which looks like poo poo on top of terrain with resources/sand/woods. Baronjutter posted:I so so want to fill in some of the gaps in the road selection myself one day. What do you need to do to make your own road? And how do you deal with poo poo like trams and bike lanes? Although for the most part I mostly just want some aesthetic changes to some existing roads. Like take one of those network extensions 1-lane mini roads and give it a nice cobblestone texture and some prettier sidewalks, just poo poo like that. Here's what my import folder looks like for 3 basic road sizes, lacking any bridge/tunnel/slope segments, with no specific texturing done (the current roadway mask option blocks those markings from coming through), and lacking any LOD textures (the LOD meshes are just straight up copies from those segment's main/node meshes): It's a loving retarded amount of file creation management that you've got to go through. For every single type of road you should have three separate meshes/models with decreasing amounts of tris/vertices per mesh type (from node through main to LOD) over 5 different segment types (road, elevated, bridge, tunnel, slope) - so 15 in all. Then every road type should have at least the 6 texture types shown above (diffuse, normal, specular, alpha, pavement map, and road map) and right now I can't for the love of god get the auto-generating LOD texture system to work with me so that's another 4 or 5 maps as well.
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# ? Nov 2, 2017 23:12 |
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Why didn't CO just implement something a typical player could actually use like their CIM2 road editor? I just want to piece together a street from some pre-set parts, and maybe download some parts from the workshop. Imagine a whole new workshop category for "networks" or what ever and you could download someone's nice custom sidewalks, or custom flower garden lane divider or what ever. I don't get why they did what they did when there's so much demand for an easy to use lane by lane network editor.
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# ? Nov 2, 2017 23:18 |
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re: soundtracks, the Sim City 5 OST is actually pretty nice and I listen to it alongside the rest of them when playing C:S.Koesj posted:The geometry itself is already a couple of cms above the terrain and it's got pretty large downward sloping angles into the terrain. The only non-pavement texture you can force to show up on those sides is the grassy one though, which looks like poo poo on top of terrain with resources/sand/woods. That sucks, but you can still do the force elevated road segments with fine road tools to avoid that kind of clipping. You can't zone anything beside the roads, but that doesn't really matter for highways. Here's a gravel road, for example. It won't cause terrain tearing at all.
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# ? Nov 2, 2017 23:19 |
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Now with plops on plops on plops on plops Put a green stripe on it! So much plopping and fitting I like making "custom" buildings by mashing some vanilla buildings together The whole place so far
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# ? Nov 3, 2017 03:34 |
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Baronjutter posted:Now with plops on plops on plops on plops Are you using any custom roads? The paths along your river look neat.
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# ? Nov 3, 2017 15:13 |
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turn off the TV posted:Are you using any custom roads? The paths along your river look neat. Just the ped paths that come with network extensions or what ever.
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# ? Nov 3, 2017 17:30 |
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any tips on how to make a good-looking agriculture/treelogging based town? My attempts always ends up looking, very unnatural.
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# ? Nov 3, 2017 17:39 |
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double nine posted:any tips on how to make a good-looking agriculture/treelogging based town? My attempts always ends up looking, very unnatural. Do everything just for looks, don't rely on the actual industrial buildings. For logging areas make a winding network of gravel roads then use move it or something to clear cut big squares out of the forest. Keep some clear cut, replace others with baby trees. Sprinkle some actual resource buildings here and there to make the area actually work, but imagine those are just the gates to the real forestry area. I actually buffed the employment/production on farming/forestry since I'd only have one actual building per huge area.
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# ? Nov 3, 2017 17:54 |
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Enzenx posted:Not sure if you meant in the background as in outside of the game or not but if you did, there is a mod for that. CSL Music Mod lets you create custom radio stations, like Sim City 3000, Sim City4, etc. There are quite a few more custom radio stations on the workshop to fit different themes but these are my choice. SC4 Rush Hour had the best soundtrack. I could listen to ElectriCITY all day long. I love you so much.
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# ? Nov 3, 2017 18:04 |
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Thanks for the WG numbers Baron. And yeah I think Fine Road Anarchy might be a better option: https://steamcommunity.com/sharedfiles/filedetails/?id=802066100 Sharp Junction Angles may not be all that reliable these days judging by comments on its page.
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# ? Nov 3, 2017 21:40 |
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I've got no issues with it, but if I was to start a new game I'd update/purge to the newer mods. A lot of WG numbers will update on save/load but some need buildings rebuilt. Playing with stuff like production will update, it took me a LOT of trial and error to figure out those numbers. The author and other people told me raising the number would raise the time it took for units to be produced so higher = less traffic but nope, it's the opposite. But if I increased production x10 and reloaded and let the game run I'd see export totals start to go up and up and notice more traffic. I think employment numbers will update too, so if you think offices or factories don't employ enough or employ too many you can tweak. What doesn't update is housing, if you change those numbers it only applies to new buildings. Baronjutter fucked around with this message at 23:25 on Nov 3, 2017 |
# ? Nov 3, 2017 23:22 |
double nine posted:any tips on how to make a good-looking agriculture/treelogging based town? My attempts always ends up looking, very unnatural. Embrace the unnatural-ness of it.
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# ? Nov 4, 2017 04:01 |
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Man the Rush Hour mod is so fantastic. Adds such a immense amount of life to your city. https://steamcommunity.com/sharedfiles/filedetails/?id=605590542 He updated it a couple of days and seems to be working fine now.
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# ? Nov 4, 2017 19:40 |
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How are you guys making those paved squares? Just criscrossing with paths?
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# ? Nov 4, 2017 22:11 |
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Shoehead posted:How are you guys making those paved squares? Just criscrossing with paths? I would imagine people are using the ground painting mod, can't remember the name of it.
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# ? Nov 4, 2017 22:37 |
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Has anyone made a utility for cleaning up missing assets? I get a ton of broken stuff showing up on my loading screen (using loading screen mod). Also, my ambient occlusion mod is broken but I can't find it in my mod list to remove it. Blerg. On the plus side, I'm nearly done optimizing my map of costal north florida to play on, because I am a giant nerd for my locality.
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# ? Nov 4, 2017 23:51 |
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OwlFancier posted:I would imagine people are using the ground painting mod, can't remember the name of it. Surface painter.
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# ? Nov 5, 2017 01:07 |
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I could use some advice on my current supposedly rural town. https://imgur.com/a/NE72o it's a bit ... bland. Also I was surprised how little agriculture industry demand there is in the early stages, I was hoping/expecting to have a much bigger cluster of farms by now. I'm thinking of setting up a forestry area to the west in the first image there and just slowly expanding its settlement until the two areas blend together, but I'm not sure how that would go. I'm also not going to bother with any more high-density stuff, since it's starting to turn this area into a city and I would prefer it not to get too ... metropolitan? double nine fucked around with this message at 01:17 on Nov 5, 2017 |
# ? Nov 5, 2017 01:13 |
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Shoehead posted:How are you guys making those paved squares? Just criscrossing with paths? Sometimes surface painter, but usually actually playing the "filler" tiles on the workshop because surface painter can leave terrible hosed up edges in some situations.
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# ? Nov 5, 2017 02:13 |
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So what are the go-to mods for let's call them adornments if you had to choose only 3 or 4?
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# ? Nov 5, 2017 02:16 |
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Overwined posted:So what are the go-to mods for let's call them adornments if you had to choose only 3 or 4? Move it, more beautification, precision engineering and prop anarchy.
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# ? Nov 5, 2017 02:51 |
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Baronjutter posted:I actually buffed the employment/production on farming/forestry since I'd only have one actual building per huge area. What settings in (I assume) the WG pop/consumption mod did you use for this?
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# ? Nov 5, 2017 05:06 |
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dragonshardz posted:What settings in (I assume) the WG pop/consumption mod did you use for this? To increase the worker/resident capacity of any building type, lower the space per person field.
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# ? Nov 5, 2017 06:41 |
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double nine posted:I could use some advice on my current supposedly rural town. That's the problem I run into with my games. It's so hard to get that ultra-low density, spread-out look that a lot of rural America is made of. I need more amber waves of grain and cattle pasture.
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# ? Nov 5, 2017 12:09 |
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double nine posted:I could use some advice on my current supposedly rural town. Props. Lots of props. You won't have a lot of actual "working" land but there's a lot of farm field props and whatnot you can use to make the area feel like it's doing poo poo. Baronjutter posted:To increase the worker/resident capacity of any building type, lower the space per person field. And how would you increase the overall production?
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# ? Nov 5, 2017 19:12 |
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# ? May 26, 2024 09:20 |
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dragonshardz posted:Props. Lots of props. You won't have a lot of actual "working" land but there's a lot of farm field props and whatnot you can use to make the area feel like it's doing poo poo. Increase the "production" fields in the chunk at the end. But the default production is actually super high so can be left alone. When I said I raised mine that was from previously making them only 10% to make traffic reasonable.
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# ? Nov 5, 2017 19:46 |