All I want is the ability to make right-turn-only intersections. Here in my country we tend to use those instead of roundabouts and they work fucking fine. Save space, too.
All I want is the ability to make right-turn-only intersections. Here in my country we tend to use those instead of roundabouts and they work fucking fine. Save space, too.
Yeah, an intersection where you are allowed to make a short turn (either to left or right depending on the direction of traffic in your country) but not allowed to make a long turn across traffic is a useful thing to have.
+1
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
So supposedly you can do vertex animations for buildings, so the clock tower sounds like it should be possible. I'm going to do some testing tomorrow. I'm thinking a 4x4 commercial strip mall with the clock tower on one end. I have some ideas to make a bunch of "modular" pieces to the strip mall that can fit together for low density commercial sprawl. We will see how it goes.
So supposedly you can do vertex animations for buildings, so the clock tower sounds like it should be possible. I'm going to do some testing tomorrow. I'm thinking a 4x4 commercial strip mall with the clock tower on one end. I have some ideas to make a bunch of "modular" pieces to the strip mall that can fit together for low density commercial sprawl. We will see how it goes.
Godspeed, son.
I think I might give up on modding myself. Comparing my output to what's (worth getting) on the workshop, I just don't have the experience with 3D modelling to make something visually appealing. The dream of something like this in the game will have to wait for hopeful DLC, as no modders appear to be taking a crack at traditional wooden architecture yet.
So am I missing something or can you not partially complete an elevated rail line? It seems like I have to build an elevated rail in one go, and if I don't I have to demolish the existing elevated rail and start from scratch, which is some bullshit I will tell you what.
Also I'm guessing everyone's fetish for intersection mods in the workshop has to do with the fact that there's fuck all in the game AFAIK.
I'd guess that and learning how to do your own intersections from scratch costs a ton of fake money and even when you have a handle on it you still spend a lot of fake money
I've literally spent 500k getting a three level highway interchange to work
After spending a half hour building it as an asset that I couldn't place because of elevations
idk, i find most real world interchanges only work under moderate load in cities, you really have to get creative with on and offramps to prevent the questionable traffic ai from breaking your whole highway system. as such, i don't find the interchange assets on the workshop to be that useful.
the 4 level stack i built in my city which is basically the best interchange design for speed and throughput gets horribly jammed because everyone needs to get in the middle lane instantly and cause horrible traffic jams, so I had to commit interchange crimes to make it work properly.
I am starting to think that the smoke detector, power saving and water saving policies are a fool's trap
They cost an absolute fortune and since they scale per building, and thus scale with city size, i dont think you would ever reach a point where it wouldn't be cheaper to just build more power/water/fire stations.
Districts. Industry always gets the fire alarms because industry burns down at the drop of a bad.
I'm going to have to disable the fire propagation mod. The fire services simply aren't built to handle it efficiently, especially on high traffic industrial sectors
Jintor on
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
I'm wondering if maybe fires originally spread in some early alpha of the game and they realised they couldn't make the fire services able to handle it.
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
edited March 2015
Is there something wrong with me, or do you need an absolutely absurd number of elementary schools and high schools in this game? I feel like I have one every three blocks.
Is there something wrong with me, or do you need an absolutely absurd number of elementary schools and high schools in this game? I feel like I have one every three blocks.
Up the school funding. Really, up all the funding the moment you can afford it, saves a lot of service buildings.
Even then, you'll need a LOT of Elementary schools. Fewer High Schools though.
idk, i find most real world interchanges only work under moderate load in cities, you really have to get creative with on and offramps to prevent the questionable traffic ai from breaking your whole highway system. as such, i don't find the interchange assets on the workshop to be that useful.
the 4 level stack i built in my city which is basically the best interchange design for speed and throughput gets horribly jammed because everyone needs to get in the middle lane instantly and cause horrible traffic jams, so I had to commit interchange crimes to make it work properly.
i just had a standard on/off ramp here. traffic backed all the way up over the bridge into the suburbs and in all the way down in front of the train station. had to make some minor adjustments...
So supposedly you can do vertex animations for buildings, so the clock tower sounds like it should be possible. I'm going to do some testing tomorrow. I'm thinking a 4x4 commercial strip mall with the clock tower on one end. I have some ideas to make a bunch of "modular" pieces to the strip mall that can fit together for low density commercial sprawl. We will see how it goes.
Godspeed, son.
I think I might give up on modding myself. Comparing my output to what's (worth getting) on the workshop, I just don't have the experience with 3D modelling to make something visually appealing. The dream of something like this in the game will have to wait for hopeful DLC, as no modders appear to be taking a crack at traditional wooden architecture yet.
I think the biggest issue with that style of building is going to be the texturing. That is a lot of different angles you're going to have to line up the wood grain to match to look good, even at a moderate distance, let alone closely zoomed in.
The building is almost dome, just need to link the cupcake to the spire, add a circle for a logo on the left bump, add a few spires around the edge, and then that bit will be done. Then I'll work on the base, and then add the propeller thingy on top.
You can find bunches of tutorials online. I would recommend Sketchup for roughing out the building, and then importing into Blender for detail and texture mapping. I recommend Sketchup because there are lots of building tutorials on the youtubes too, look into the photomatch function which is super helpful.
My city needed a ton of hospitals but I built it to be a hellish town that nobody would want to live in. All roadways and tiny zones, with the central feature of the town being a garbage dump right across from a park, surrounded by residential zoned area.
For some reason everyone kept getting sick all the time :rotate:
You can find bunches of tutorials online. I would recommend Sketchup for roughing out the building, and then importing into Blender for detail and texture mapping. I recommend Sketchup because there are lots of building tutorials on the youtubes too, look into the photomatch function which is super helpful.
Oh, I've got no questions about the modeling stuff, I do that pretty well and routinely. Was more wondering about asset specifications, texture sizes and types, etc. But I found a wiki link in the meantime that seems to have at least the rough basics.
Modeling is almost done (I just have to add the halo up on top).
Let me ambient occlude you!
After the halo, then the actual textureing part starts. That will be fun if you want to see a grown man cry
I'm going to be doing the Halo in Sketchup and importing that in as the final piece.
halkun on
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Finally broke the 80k population barrier. Still love just flying around and zooming in to look at different things.
In fact, something I think that is pretty amazing about this game is how organic the cities look and feel. Aside from a bit of wonkiness with the highways, it damn near feels like a dev could rip a city straight from a save file and slap it down in a different game as the game map, and it would look and feel pretty rad.
Kinda absurd how sophisticated this stuff is now, compared to my first experience with sim games with Simcity on the Super Nintendo waaaay back in the day.
Ok, I'm done spamming pictures until I have my textures done.
The occlusion texture is a little clunky because I didn't have the ambient light up enough during the bake. I'll also be re-seaming the model to better map the UV. I also MAY re-do the halo as it pushed me over my polygon budget, but I wanted to see it done. I don't know if I can get away with just a flat, transparent square and the halo image pasted onto it. I like how it's captured the "Big, but tiny" look that cities does.
Questions? Comments?
+14
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Oh wow, that halo really establishes just what the stucture is, good job.
I'll definitely pick that up for myself when you finish with it.
Not sure if it's possible, but that'd be neat to see as a hybrid of all 3 education types. Otherwise, maybe just a high school or university alternative.
How the hell do I place the cargo harbor? It keeps showing a red dashed line to some random point in my city and won't let me place it.
Sounds like something odd is going on if the red dashed line is pointing towards your city. With mine it pointed to the sea entrance, basically where the ships would be coming in. The idea is to tell you that the water between the shipyard and that entrance needs to be deep and wide enough. I ended up putting mine way away from my city because it was the only place I could actually plant it.
How the hell do I place the cargo harbor? It keeps showing a red dashed line to some random point in my city and won't let me place it.
Sounds like something odd is going on if the red dashed line is pointing towards your city. With mine it pointed to the sea entrance, basically where the ships would be coming in. The idea is to tell you that the water between the shipyard and that entrance needs to be deep and wide enough. I ended up putting mine way away from my city because it was the only place I could actually plant it.
Yeah, my city is messed up for the harbors too. They point to some random point in the middle of land.
The first person mod attaching to vehicles is ace. Riding your freeways is great.
I love the feeling that you could go back in time to, say, 2004-2005, show a first-person camera view to some gamer, and then zoom out and just explode their brains. First person mode is like a crappy GTA: San Andreas knock-off... and that's just this game at street level.
Posts
Patches:
Per-lane road attachment
Planning overlay, ala Rimworld or Prison Architect (lay fake roads/rail/zones to plan future expansion)
Day/Night cycle
Animated assets
Weather effects
Canals with associated transport
Cliffside/Shoreside walls (wooden docks, cement retainers, anything better than ugly rock)
Rickshaws
Trams
Cruise ships with associated temporary tourism boost
Mod tools:
Selecting texture files through asset editor
Vehicle and Cim modding
Disabling default assets
DLC:
Japanese region
Middle-Eastern region
European region
Old PA forum lookalike style for the new forums | My ko-fi donation thing.
Yeah, an intersection where you are allowed to make a short turn (either to left or right depending on the direction of traffic in your country) but not allowed to make a long turn across traffic is a useful thing to have.
dumb question, does the map have a ship connection?
It's one of the built in ones so I assumed it did but maybe it doesn't.
not all of them do.
Godspeed, son.
I think I might give up on modding myself. Comparing my output to what's (worth getting) on the workshop, I just don't have the experience with 3D modelling to make something visually appealing. The dream of something like this in the game will have to wait for hopeful DLC, as no modders appear to be taking a crack at traditional wooden architecture yet.
Old PA forum lookalike style for the new forums | My ko-fi donation thing.
I'd guess that and learning how to do your own intersections from scratch costs a ton of fake money and even when you have a handle on it you still spend a lot of fake money
I've literally spent 500k getting a three level highway interchange to work
After spending a half hour building it as an asset that I couldn't place because of elevations
the 4 level stack i built in my city which is basically the best interchange design for speed and throughput gets horribly jammed because everyone needs to get in the middle lane instantly and cause horrible traffic jams, so I had to commit interchange crimes to make it work properly.
Districts. Industry always gets the fire alarms because industry burns down at the drop of a bad.
I'm going to have to disable the fire propagation mod. The fire services simply aren't built to handle it efficiently, especially on high traffic industrial sectors
Up the school funding. Really, up all the funding the moment you can afford it, saves a lot of service buildings.
Even then, you'll need a LOT of Elementary schools. Fewer High Schools though.
i just had a standard on/off ramp here. traffic backed all the way up over the bridge into the suburbs and in all the way down in front of the train station. had to make some minor adjustments...
I think the biggest issue with that style of building is going to be the texturing. That is a lot of different angles you're going to have to line up the wood grain to match to look good, even at a moderate distance, let alone closely zoomed in.
The building is almost dome, just need to link the cupcake to the spire, add a circle for a logo on the left bump, add a few spires around the edge, and then that bit will be done. Then I'll work on the base, and then add the propeller thingy on top.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
For some reason everyone kept getting sick all the time :rotate:
Oh, I've got no questions about the modeling stuff, I do that pretty well and routinely. Was more wondering about asset specifications, texture sizes and types, etc. But I found a wiki link in the meantime that seems to have at least the rough basics.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
https://www.youtube.com/watch?v=V33AWgKkWYU
Old PA forum lookalike style for the new forums | My ko-fi donation thing.
Let me ambient occlude you!
After the halo, then the actual textureing part starts. That will be fun if you want to see a grown man cry
I'm going to be doing the Halo in Sketchup and importing that in as the final piece.
In fact, something I think that is pretty amazing about this game is how organic the cities look and feel. Aside from a bit of wonkiness with the highways, it damn near feels like a dev could rip a city straight from a save file and slap it down in a different game as the game map, and it would look and feel pretty rad.
Kinda absurd how sophisticated this stuff is now, compared to my first experience with sim games with Simcity on the Super Nintendo waaaay back in the day.
Ok, I'm done spamming pictures until I have my textures done.
The occlusion texture is a little clunky because I didn't have the ambient light up enough during the bake. I'll also be re-seaming the model to better map the UV. I also MAY re-do the halo as it pushed me over my polygon budget, but I wanted to see it done. I don't know if I can get away with just a flat, transparent square and the halo image pasted onto it. I like how it's captured the "Big, but tiny" look that cities does.
Questions? Comments?
I'll definitely pick that up for myself when you finish with it.
It is looking very garden-y.
Sounds like something odd is going on if the red dashed line is pointing towards your city. With mine it pointed to the sea entrance, basically where the ships would be coming in. The idea is to tell you that the water between the shipyard and that entrance needs to be deep and wide enough. I ended up putting mine way away from my city because it was the only place I could actually plant it.
http://steamcommunity.com/id/pablocampy
Yeah, my city is messed up for the harbors too. They point to some random point in the middle of land.
I love the feeling that you could go back in time to, say, 2004-2005, show a first-person camera view to some gamer, and then zoom out and just explode their brains. First person mode is like a crappy GTA: San Andreas knock-off... and that's just this game at street level.
It's so damn satisfying.