donoteat posted:pure *schniff* ideology You're doing good stuff man. Keep up the good work.
|
|
# ? Aug 19, 2018 17:02 |
|
|
# ? May 23, 2024 12:01 |
|
Can you use a sinkhole or crater from an "unfortunate" accident to create a sewage or fresh water containing device?
|
# ? Aug 19, 2018 23:37 |
|
Nitrousoxide posted:You're doing good stuff man. Keep up the good work. what the hell is this stupid historical crap and why does it exist and why is it so good so much for going to sleep at a regular time
|
# ? Aug 20, 2018 06:59 |
|
IAmTheRad posted:Can you use a sinkhole or crater from an "unfortunate" accident to create a sewage or fresh water containing device? donoteat posted:episode 6: in which I struggle with the water physics for 20 minutes.
|
# ? Aug 20, 2018 09:23 |
|
Procedural Objects is a real game-changer. Hospital complex conforming to the shape of the road and parking lots around it- After how well my Mirror's Edge style city test went the other week I decided to try and do an entire map of it and I'm been trying to make a YT series of it that I'm still putting together.
|
# ? Aug 22, 2018 09:02 |
|
Crisis Now posted:Procedural Objects is a real game-changer. Wait wait, the what now?
|
# ? Aug 22, 2018 11:51 |
|
Friction posted:Wait wait, the what now? Procedural Objects Allows you to turn any object in the game in to procedural object which allows you to scale, rotate, change height and texture and edit the vertices of a object like in any 3D modelling software - all on the fly in-game. The example in my screenshot is about 20 ploppable grass and glass tiles edited to conform to the shape of the retaining walls. It's a little daunting at first but once you get the hang of it it can let you do so much.
|
# ? Aug 22, 2018 12:18 |
|
the market urbanists aren't gonna like this one https://www.youtube.com/watch?v=LdeirDrinWk
|
# ? Aug 22, 2018 13:21 |
|
Sorry donoteat, you've skipped straight over the lefty-tube goldmine and into the Mao zone. There's no money in that.
|
# ? Aug 22, 2018 13:32 |
Praseodymi posted:Sorry donoteat, you've skipped straight over the lefty-tube goldmine and into the Mao zone. There's no money in that. There's ~$300 a month in it so far.
|
|
# ? Aug 22, 2018 13:34 |
|
Nitrousoxide posted:There's ~$300 a month in it so far. Oh wow, when I backed him he was on less than $100. Nice one.
|
# ? Aug 22, 2018 13:37 |
|
if mao had a patreon the great leap forward wouldn't have failed
|
# ? Aug 22, 2018 14:19 |
|
Crisis Now posted:Procedural Objects I did some amazing bridges that conform to my roads with Procedural objects. Its amazing. Also can I say thank you to Donoteat and Baronjutter. Their posts in this thread have really pushed me to pick this game back up again.
|
# ? Aug 22, 2018 14:46 |
|
Crisis Now posted:Procedural Objects is a real game-changer. Sweet baby Jesus, that looks good
|
# ? Aug 22, 2018 15:01 |
|
I've been working on this for the past month. Currently at 21 tiles unlocked. Population of 347,000. Trying to keep up with managing it is a lot of fun since so much is happening. I've a very good public transport system and managed the traffic very well. I'm pretty happy with it. God I love this game. I was never one for making those super detailed architecturally accurate cities, I do try my best. I never plan it out before hand. Just start building. Functional cities > purely aesthetic cities. I am however subscribed to 43 workshop mods. e:picture The Real Amethyst fucked around with this message at 16:40 on Aug 22, 2018 |
# ? Aug 22, 2018 16:34 |
|
donoteat posted:if mao had a patreon the great leap forward wouldn't have failed I just checked and you're only $76 dollars away from Jason Unruhe's patreon.
|
# ? Aug 22, 2018 17:21 |
|
donoteat posted:if mao had a patreon the great leap forward wouldn't have failed backyard furnaces work if you fuel them with patreon dollars
|
# ? Aug 22, 2018 20:34 |
|
Crisis Now posted:Procedural Objects You know, now that stuff like this is possible I'd be happy if they jettisoned the 'game' parts of the, uh, game, and just made a 'build cool poo poo forever' zen-garden simulator; start with a village that swallows other villages, then just organically build outward to satisfy the RCI meter according to your aesthetic taste. The restricting factor is that it's incredibly difficult to tear down existing buildings (but you can build over and under them!!), maybe you can repurpose existing stuff to a limited extent like warehouses -> apartments I dunno
|
# ? Aug 22, 2018 21:10 |
|
I've wanted to dive into procedural objects but I find it fucks up the view distance. With adaptive prop visibility props seem to fade away at much more reasonable zooms, but with procedural objects they pop out of existence way earlier than I'd want. Is there any way to adjust this or make it "smarter"? That tiny ramp can LOD away at a moderate zoom, but the huge town gate arch maybe should always be visible.
|
# ? Aug 22, 2018 22:03 |
|
Baronjutter posted:I've wanted to dive into procedural objects but I find it fucks up the view distance. With adaptive prop visibility props seem to fade away at much more reasonable zooms, but with procedural objects they pop out of existence way earlier than I'd want. Is there any way to adjust this or make it "smarter"? That tiny ramp can LOD away at a moderate zoom, but the huge town gate arch maybe should always be visible. You can set the draw distance of every object in its properties in game. I just drag the slider on mine all the way to the right so they never disappear.
|
# ? Aug 22, 2018 23:07 |
|
serious gaylord posted:You can set the draw distance of every object in its properties in game. I just drag the slider on mine all the way to the right so they never disappear. Oh cool I never noticed that. Are there any good up to date tutorials on all this? Most of the ones i find on youtube are ancient.
|
# ? Aug 22, 2018 23:11 |
|
Because I can never finish a city or come close, I started a new one. My last one was getting too big, physically and population and it made working on it a huge pain. This time I'm limited to a medium sized island and I wanted a lot of hill action. Here's the map I made and the project so far. It's an island but it's close enough to the mainland that you can see farms and forests and there's a long bridge over the shallow waters to connect things. Three hills will dominate the city's layout, each with an important building on top. Hills of course mean stairs! And stairs And stairs. The tourism patio's I find work great for steep areas, they create terraces and hide floating doors. Always need some super narrow lanes Looking at a lot of old cities the historic core is often dominated not just by old buildings, but small ones. So tried to limit the area to mostly 1x2 buildings. Sure makes building slow as each one is hand plopped and fitted. This "newer" area of the city enjoys wider streets and larger wider turn of the century buildings. What will be a densely built up port and industrial island started as a fishing village. The village and a tuft of trees will remain, but the rest of the area behind will be heavy industry one way. The city's small train station has an interesting tram loop setup. Tram integrated into the waterfront. The city is tiny but this tram interchange is already very busy. Even though most of it exists outside the buildable area, I think the countryside turned out pretty.
|
# ? Aug 23, 2018 17:27 |
|
loving the mad old bastard cycling up the stairs
|
# ? Aug 23, 2018 21:14 |
|
Expanded the town a bit this week. If I'm going to carry on doing stuff like this I'm gonna have to upgrade the computer. Frame rate is not great now. Added a station and a small Warehouse/Factory area. I thought I'd taken a close up of the Factory part but it appears I didn't and I'm not reloading the game just to do that! Dropped in a church, graveyard and a little garden area. The Primary school has now been finished. And just generally expanded the residential areas.
|
# ? Aug 24, 2018 14:56 |
|
Fancy_Breakfast posted:I've been working on this for the past month. Currently at 21 tiles unlocked. Population of 347,000. Don't suppose you could throw a link up to the map, been looking for a map with nice big water on it for ferries.
|
# ? Aug 24, 2018 18:06 |
|
How often does this game go on sale on steam? Are the DLCs worth it?
|
# ? Aug 26, 2018 16:29 |
|
Spent the past week making an African themed map as I hadn't really seen anything else like it - especially with anything approaching a dense jungle-like environment. But I also wanted to include as many other biomes I could fit in as well. it has close to something like 700,00 trees, and the dependancy list is quite long however. Polelo River
|
# ? Aug 26, 2018 22:47 |
|
Yeah, that's definitely pretty cool and different than normal.
|
# ? Aug 27, 2018 04:02 |
|
Trying to make a harbour, it's really hard but I know people do it so I'm trying. Making little semi-detailed squares and public areas is fun too and brings a neighbourhood to life. It's nice when it's functional and people flock to hang out and buy produce. It's been a LOT of plopping, focusing mostly on 1x2 buildings. Also it's 12:00 but they sky is so dark. Is it because I'm on a euro map? I hate this dark mid-day sky, it's like a sunset with orange clouds at some angles. How do I fix this?
|
# ? Aug 27, 2018 17:18 |
|
RagnarokZ posted:Don't suppose you could throw a link up to the map, been looking for a map with nice big water on it for ferries. https://steamcommunity.com/sharedfiles/filedetails/?id=516517973 The biggest downside is that it's entirely flat. Some small variation to terrain heights would have been nice. Couple of other small issues but its cool overall. I think the east (right) side of the map would have been better for me to base my city for wider range of canals but I built on the opposite end.
|
# ? Aug 27, 2018 19:52 |
|
donoteat posted:if mao had a patreon the great leap forward wouldn't have failed "Let a hundred cities bloom; let a hundred schools of urban design contend."
|
# ? Aug 27, 2018 20:26 |
|
Baron the only thing that always sticks out to me about your stuff is the concrete is all uniform. Theres no decals breaking it up or even any dirt/marks so it kind of looks weird where theres large concreted areas like around the church. Aside from that you might want some tyres along the harbour wall in places for boats to hit and not damage themselves when mooring.
|
# ? Aug 27, 2018 20:29 |
|
serious gaylord posted:Baron the only thing that always sticks out to me about your stuff is the concrete is all uniform. Theres no decals breaking it up or even any dirt/marks so it kind of looks weird where theres large concreted areas like around the church. Aside from that you might want some tyres along the harbour wall in places for boats to hit and not damage themselves when mooring. I always tell myself I'm going to figure out how to use theme mixer to get a slightly more interesting base concrete, or decal over things. Then I start loving around with decals and want to die. I hate how the buffer and overlap and "fight" and that no one has made any big long decals to more easily tile over streets. All street texture decals seem to be 8x8m. Why no 16x16 or 8x16??? I'm now actually trying to figure out how to make my own streets. Something like taking the flat narrow pedestrian street and slapping a more interesting texture that still kinda blends in with the gray concrete could work. Re-doing all the roads, even upgrading them, demolishes growables if they are too close (any way to disable this??) so that would be a nightmare at this point. How do I make my concrete a little more old-world?
|
# ? Aug 27, 2018 20:53 |
|
This game would be a lot more fun on Xbox if they would give us the green technology DLC already. Really unfun when your only choice for waste management is landfills. And incinerators don't help with lowering the amount of trash.
|
# ? Aug 27, 2018 21:02 |
|
HOLY poo poo IT'S A VIDEO ABOUT MOTHERFUCKING TRAINS https://www.youtube.com/watch?v=0tLxb5rtmyM
|
# ? Aug 27, 2018 21:53 |
|
HOLY poo poo IS THAT THE MOTHERFUCKING JOHN BULL AS A VEHICLE AND A PROP I WANT THE JOHN BULL DID YOU MAKE THE JOHN BULL I UNDERSTAND IF YOU DON'T PUT THE JOHN BULL ON THE WORKSHOP BUT NONETHELESS WOULD GREATLY APPRECIATE THE CHANCE TO PLAY AROUND WITH IT MYSELF also I'm just deeply impressed at the level of thought put into the overall design of Franklin, how you've explained various aspects of it, and that you've been so committed to it that you've made assets specifically for it.
|
# ? Aug 27, 2018 22:45 |
|
donoteat posted:HOLY poo poo IT'S A VIDEO ABOUT MOTHERFUCKING TRAINS this is the content i crave.
|
# ? Aug 27, 2018 22:54 |
|
Ofaloaf posted:HOLY poo poo IS THAT THE MOTHERFUCKING JOHN BULL AS A VEHICLE AND A PROP YEAH IT'S COMING TO THE WORKSHOP SOON i think i have to work some bugs out but i forgot what the bugs are
|
# ? Aug 27, 2018 22:55 |
|
Can you take the train episode level and write and film Westworld S3? I'm sure you'll do a much better job with it than what we are going to get. That first person shot in the cinematic of the train going down the street was inspired
|
# ? Aug 27, 2018 23:05 |
|
|
# ? May 23, 2024 12:01 |
|
KoRMaK posted:Can you take the train episode level and write and film Westworld S3? I'm sure you'll do a much better job with it than what we are going to get. That first person shot in the cinematic of the train going down the street was inspired i will call it.... eastworld
|
# ? Aug 27, 2018 23:38 |