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xzzy posted:What's the trick to keeping rivers from surging endlessly in the map creator? Does the game have problems if the elevation changes are too big? Riverbed not perfectly slow? Not deep enough? Water sources also double as water drains. If you place a water source at minimum height at the end of your river it can drain water, but in my experience it takes about two 100% strength drains for every 100% water source. So place a couple of drains at the end of your river and it shouldn't overflow as much.
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# ? Mar 27, 2015 03:31 |
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# ? May 9, 2024 01:56 |
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Well the issue isn't drainage, water disappears fine once the river makes it to the sea. It's just having a river coming down out of a mountain valley creates endless waves that constantly flood the riverbanks. It gets a bit better if I reduce the elevation changes, but then everything turns into a grand canyon type situation which is crappy in a different way. Paging through random workshop entries I don't really see anyone doing any major elevation changes on rivers, so maybe the game just doesn't support it very well.
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# ? Mar 27, 2015 04:10 |
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Have you tried spawning less water at the source? Or making sure that the source forms a small lake that then drains into the river, rather than feeding the river directly. e: sources can be a bit stop-and-go what spawning is concerned if they are just short of permanently maintaining their waterlevel. Domattee fucked around with this message at 11:27 on Mar 27, 2015 |
# ? Mar 27, 2015 10:26 |
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Sylink posted:Please modders, include a loving thumbnail/snapshot on your mod, my park list is full of bullshit If only it was easy/possible to do this, I have no idea how to do it . Like there's a way to take a picture of it in the editor, but the game for some reason doesn't make that a preview snapshot .
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# ? Mar 27, 2015 11:31 |
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WIP Second model i'm working on ('The Super-Mart), not looking forward to UV mapping this sucker. I have plans for unique textures on both 'long' walls, would suck if I have to use a tiled one to save space on the texture-map. The area on the right will be a 2 row carpark, also complete with a loading bay. I doubt I can make commercial vehicles drive onto the lot, but that would be neat!
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# ? Mar 27, 2015 11:55 |
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SLICK GOKU BABY posted:If only it was easy/possible to do this, I have no idea how to do it . Like there's a way to take a picture of it in the editor, but the game for some reason doesn't make that a preview snapshot . It seems to be a known bug, unfortunately
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# ? Mar 27, 2015 12:33 |
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simosimo posted:I have plans for unique textures on both 'long' walls, would suck if I have to use a tiled one to save space on the texture-map.
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# ? Mar 27, 2015 12:36 |
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I've been modelling this thing for a couple days. Tower 42 in London, it was always one of my favorite looking skyscrapers for some reason. The street-level structure is just ehhh. But really, look at the real thing: Fuuuuuck modelling that. I tried to fake it by going with 2 layers of glass, one at about half transparency and one opaque with max reflectivity. But apparently the building shader Skylines uses doesn't do partial alpha, just on or off. Still pretty proud of it, for all the complex bits it's a pretty low poly count too. http://steamcommunity.com/sharedfiles/filedetails/?id=414701926
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# ? Mar 27, 2015 13:02 |
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Enos Shenk posted:I've been modelling this thing for a couple days. Tower 42 in London, it was always one of my favorite looking skyscrapers for some reason. Good work, i'm eating up all buildings which aren't super futuristic/glassy.
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# ? Mar 27, 2015 13:15 |
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How long will it be until I can make a whole capsule corp city?
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# ? Mar 27, 2015 13:30 |
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Domattee posted:Have you tried spawning less water at the source? Or making sure that the source forms a small lake that then drains into the river, rather than feeding the river directly. Yeah I tried every combo I could think of. I think the fluid simulation simply doesn't support big elevation changes very well. I made a couple simple test maps and no matter how I configured the water sources a long slope would produce endless waves along its length. Which admittedly looks cool but I wouldn't want to build a city around something like that. It's not a deal breaker I just have to re-think how I want to make the map.
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# ? Mar 27, 2015 16:45 |
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I made a video for goons and folks who know nothing about modelling but want to GET MAKING for this game. https://www.youtube.com/watch?v=up5y0W_bxDs I only learnt to model for this game last weekend, so my method is no way verbatim, but it works. I spent hours digging around videos for this exact method, now i've harnessed it into a video for others. Hopefully it helps you in some way. I got confused with the UV mapping concept, now I get it, kinda.
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# ? Mar 27, 2015 17:25 |
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Can't wait for a "ban awful post-post-post modernist architecture" from the city ordinance once there's enough content. I know CO couldn't hire actual architects so everything looks like a bad knock off of some Dubai or chinese bargain basement starchitecture. "Eh, just give it a crazy goofy form, wrap it in some glass, yeah call it architecture". It's kinda funny how a bunch of amateurs just sort of trying to make "kewl buildings" without any formal architectural training or the time needed to really come up with amazing designs basically produced architecture of the exact same quality as a lovely "Starchitect". Not so much a dig on CO, but basically calling modern form-obsessed architecture essentially the same as what a rushed low-budget niche video game company can produce.
Baronjutter fucked around with this message at 17:50 on Mar 27, 2015 |
# ? Mar 27, 2015 17:44 |
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edit: just noticed this was the mods thread
Enigma89 fucked around with this message at 17:49 on Mar 27, 2015 |
# ? Mar 27, 2015 17:45 |
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Enos Shenk posted:I've been modelling this thing for a couple days. Tower 42 in London, it was always one of my favorite looking skyscrapers for some reason. Looks great. I don't know if you heard of this before, but glass transparency is achieved by using pure white on the specular layer. The modding wiki mentions: "Specular (Grayscale. 100% white areas are rendered as windows)" - link
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# ? Mar 27, 2015 18:04 |
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Baronjutter posted:Can't wait for a "ban awful post-post-post modernist architecture" from the city ordinance once there's enough content. I know CO couldn't hire actual architects so everything looks like a bad knock off of some Dubai or chinese bargain basement starchitecture. "Eh, just give it a crazy goofy form, wrap it in some glass, yeah call it architecture". It's kinda funny how a bunch of amateurs just sort of trying to make "kewl buildings" without any formal architectural training or the time needed to really come up with amazing designs basically produced architecture of the exact same quality as a lovely "Starchitect". Not so much a dig on CO, but basically calling modern form-obsessed architecture essentially the same as what a rushed low-budget niche video game company can produce. Cool spergin
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# ? Mar 27, 2015 18:13 |
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Cygni posted:Cool spergin If only there was some way to make things for this game.
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# ? Mar 27, 2015 18:28 |
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Baronjutter posted:Can't wait for a "ban awful post-post-post modernist architecture" from the city ordinance once there's enough content. I know CO couldn't hire actual architects so everything looks like a bad knock off of some Dubai or chinese bargain basement starchitecture. "Eh, just give it a crazy goofy form, wrap it in some glass, yeah call it architecture". It's kinda funny how a bunch of amateurs just sort of trying to make "kewl buildings" without any formal architectural training or the time needed to really come up with amazing designs basically produced architecture of the exact same quality as a lovely "Starchitect". Not so much a dig on CO, but basically calling modern form-obsessed architecture essentially the same as what a rushed low-budget niche video game company can produce. I'd really like a way for the asset editor to allow me to "replace" buildings in the game for just this reason. You're right, they look like junk.
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# ? Mar 27, 2015 18:28 |
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Fishbus posted:Looks great. I don't know if you heard of this before, but glass transparency is achieved by using pure white on the specular layer. It just means white in the specular texture is rendered as reflectivity. Most of the stock buildings just use max specular as a cheap way to show glass. Transparent glass would be in the alpha texture, but I'm guessing they're using a masked transparency shader where there's a transition point between 100% opaque and 100% transparent.
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# ? Mar 27, 2015 19:14 |
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Baronjutter posted:Can't wait for a "ban awful post-post-post modernist architecture" from the city ordinance once there's enough content. I know CO couldn't hire actual architects so everything looks like a bad knock off of some Dubai or chinese bargain basement starchitecture. "Eh, just give it a crazy goofy form, wrap it in some glass, yeah call it architecture". It's kinda funny how a bunch of amateurs just sort of trying to make "kewl buildings" without any formal architectural training or the time needed to really come up with amazing designs basically produced architecture of the exact same quality as a lovely "Starchitect". Not so much a dig on CO, but basically calling modern form-obsessed architecture essentially the same as what a rushed low-budget niche video game company can produce. what is this
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# ? Mar 27, 2015 19:20 |
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simosimo posted:I made a video for goons and folks who know nothing about modelling but want to GET MAKING for this game.
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# ? Mar 27, 2015 19:22 |
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Enos Shenk posted:It just means white in the specular texture is rendered as reflectivity. Most of the stock buildings just use max specular as a cheap way to show glass. Dang that sucks. I hadn't had a trip report yet. I wonder how it's done since there seems to be buildings with transparent windows.
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# ? Mar 27, 2015 19:41 |
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Is there an education specific mod that makes schools have higher capacity? Double the current capacity would be awesome.
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# ? Mar 27, 2015 20:07 |
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Fishbus posted:Dang that sucks. I hadn't had a trip report yet. I wonder how it's done since there seems to be buildings with transparent windows. Are there? Or are you thinking about buildings where you can see 'floors' behind the windows in buildings? Because those are just part of the window shader/how the game handles windows. You can set how many floors, how far apart they are and so on, and have them show up ingame properly.
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# ? Mar 27, 2015 20:17 |
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Baronjutter posted:Can't wait for a "ban awful post-post-post modernist architecture" from the city ordinance once there's enough content. I know CO couldn't hire actual architects so everything looks like a bad knock off of some Dubai or chinese bargain basement starchitecture. "Eh, just give it a crazy goofy form, wrap it in some glass, yeah call it architecture". It's kinda funny how a bunch of amateurs just sort of trying to make "kewl buildings" without any formal architectural training or the time needed to really come up with amazing designs basically produced architecture of the exact same quality as a lovely "Starchitect". Not so much a dig on CO, but basically calling modern form-obsessed architecture essentially the same as what a rushed low-budget niche video game company can produce. source your quotes
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# ? Mar 27, 2015 20:42 |
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CJacobs posted:source your quotes Sorry, Rem Koolhaas and Frank Ghery and all their kin are garbage as is all po-mo or form-obsessed modern architecture. The CO art team could replace these people and probably do a better job. I don't even know if some of the worst buildings in skylines are actually satire on post-modernism but po-mo is indistinguishable from both satire or amateur attempts.
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# ? Mar 27, 2015 21:24 |
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I bet you like brutalism lol
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# ? Mar 27, 2015 21:27 |
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I wish that Tsunami disaster mod had "puddle" mode, so I could dig a lake and use it to fill it with only a small amount of water, not a city leveling wave.
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# ? Mar 27, 2015 21:27 |
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Baronjutter posted:Sorry, Rem Koolhaas and Frank Ghery and all their kin are garbage as is all po-mo or form-obsessed modern architecture. The CO art team could replace these people and probably do a better job. I don't even know if some of the worst buildings in skylines are actually satire on post-modernism but po-mo is indistinguishable from both satire or amateur attempts. Po-mo or Po-po-mo? Cause po-mo is dope.
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# ? Mar 27, 2015 22:56 |
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Baronjutter posted:Can't wait for a "ban awful post-post-post modernist architecture" from the city ordinance once there's enough content. I know CO couldn't hire actual architects so everything looks like a bad knock off of some Dubai or chinese bargain basement starchitecture. "Eh, just give it a crazy goofy form, wrap it in some glass, yeah call it architecture". It's kinda funny how a bunch of amateurs just sort of trying to make "kewl buildings" without any formal architectural training or the time needed to really come up with amazing designs basically produced architecture of the exact same quality as a lovely "Starchitect". Not so much a dig on CO, but basically calling modern form-obsessed architecture essentially the same as what a rushed low-budget niche video game company can produce. I was wondering why the mod thread had a sudden surge in comments. Oh, somebody said something dumb, got it.
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# ? Mar 27, 2015 23:04 |
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How do you get dams to work correctly? When ever i lay them down they work fine for a while then they'll stop operating and no water will be flowing.
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# ? Mar 28, 2015 02:33 |
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Skoots posted:How do you get dams to work correctly? When ever i lay them down they work fine for a while then they'll stop operating and no water will be flowing. The water on the upstream side has to be about even with the bevel on the top of the dam for dams to work.
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# ? Mar 28, 2015 03:58 |
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Skoots posted:How do you get dams to work correctly? When ever i lay them down they work fine for a while then they'll stop operating and no water will be flowing. yeah, water can be really weird and take a long time to stabilize. Dams are long term projects, you sometimes have to let the game just run for years before the water physics understand what the gently caress is going on.
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# ? Mar 28, 2015 08:57 |
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Is there a good way to update your stuff, because right now it's a nightmare minefield. Maps can duplicate in the package and cause a flat map catastrophe and updating a model asset is tedious since you can't re-import a model when you load the lot asset to update the mesh/textures. A lot of it requires subbing to your stuff, then trying to do a weird intercept of the workshop statging area and do a swap. Urgh. It's really nasty to work with at the moment, it's easy to get the first instance of something up, but after that it's a twisted mess of particular tedium.
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# ? Mar 28, 2015 21:53 |
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In the spirit of making GBS threads on PoMo architecture: It would be supremely nasty to UV-map my fake Two Pru, right?
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# ? Mar 28, 2015 23:25 |
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Fishbus posted:Is there a good way to update your stuff, because right now it's a nightmare minefield. Maps can duplicate in the package and cause a flat map catastrophe and updating a model asset is tedious since you can't re-import a model when you load the lot asset to update the mesh/textures. Workshop is really lovely in a lot of ways and I don't see steam making it better any time soon The only other option is some awful simtropolis style site. That or someone putting together a site like what all the skyrim mods and poo poo are on, like a site/mod organizer combo thing.
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# ? Mar 29, 2015 00:52 |
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I take it no-one has tried modelling the darco yet? With the launch arco, the helical tubes at the bottom don't seem to correspond to any earth geometry.
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# ? Mar 29, 2015 12:27 |
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Doner kebab meat, a new demand for your cims.
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# ? Mar 29, 2015 16:01 |
simosimo posted:
Make it a crematorium as well.
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# ? Mar 29, 2015 16:11 |
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# ? May 9, 2024 01:56 |
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Are the cims themselves moddable, at all? Not to get all super internet SJW up in here, but the game is full of nothing but white people. I'm sure Finland is like 99.9% white people and like maybe one guy with a tan, but still I'd like my city to look a wee bit more realistic when I'm FPS camming around at street level.
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# ? Mar 29, 2015 23:52 |