Cities: Skylines

Cities: Skylines

Basic Slope Profiles
121 comentarios
High Dudeness 31 JUL 2024 a las 13:59 
Really nice but it takes out my fps completely! Not usable for me unfortunately. :(
Deeheks  [autor] 4 SEP 2022 a las 13:47 
TUTORIAL

0. Looking at a slope downhill while camera is at the top ;
1. Lay the selected slope (can change later using upgrade). Starting from left to right, aim to place your nodes near the top of slope ;
2. Move the middle nodes towards the toe of slope (downhill), leaving the first and last nodes hidden below the ground to achieve smooth transitions ;
3. Adjust height of nodes as you wish to perfect the look, and play with segment curves as required ;
4. Match grass color if needed, by removing surrounding sand/resources/surface paint ;
5. Plop rocks and plant trees to decorate !
Scorobete 30 AGO 2022 a las 10:35 
A tutorial would be helpful. I can't figure out how the mod works...
Deeheks  [autor] 4 AGO 2022 a las 13:03 
https://sp.zhabite.com/sharedfiles/filedetails/?id=1480409620
Terraforming network: Use a segment of this to place the shadow where you want it

More drastic option for you:
Road Texture Terrain Edge Remover by xlf1024
https://sp.zhabite.com/sharedfiles/filedetails/?id=2474567113
Future 4 AGO 2022 a las 11:07 
Is there a way to remove the shadows of the terrain underneath these slope network?
Snacko 10 MAY 2022 a las 16:48 
I love this thing! I just tried using it as a sandbar in a river, and it looks fantastic! Except for the Flood Icon floating above it. Can you make these happy underwater? That would be nice. Don't know why you wouldn't allow that..

As far as how to use these, you have to drag them right to left (or the other way) as the cliff is on one side only. Use Move It! to adjust their position and height. Other than that, that's all that I do. Hide the edges within the terrain and bend the segments to bulge out. Or hide the edges with plants.
SonTyp 18 ABR 2022 a las 5:19 
ya, a video tutorial would be awesome. i dont understand how it works ^^
Irene 28 MAR 2022 a las 19:55 
Hi, is there any detailed tutorial on this awesome work?
clus 13 OCT 2020 a las 7:28 
Thank you again ! :) Regarding your idea with base meshes ... fun fact, I started exactly something like that a year ago, but did not follow the idea any further ... therfore the old roads will stay the way they are now, because I´ve already finished revising them ... but maybe some new versions will come with that design.
Deeheks  [autor] 12 OCT 2020 a las 6:18 
Correct mate, lod materials (same for main materials) are shared with other assets made of the exact same png's. No sorcery involved (for once!) ^^ Enjoy!
clus 10 OCT 2020 a las 23:30 
Hey. Thanks for the quick response ! :) So .... that's all ?! I was a bit confused, because Idk almost anything about unity and thale5's explanation is a bit vague ... ;) I am doing exactly what you've explained... But it then seems to me, as if it is almost the same as with the main textures. In short ... unity creates the materials for the meshes during the import and then saves them with a specific "hash", so that LSM is able to detect this hash in order to put only one version of these materials in to the lod- texture atlas ? OMG... I've tried so many things... assigning different textures to one material (which was hardest part, because it is so "unusual" at least to me), exporting with layered materials/uv maps etc ... all that took a lot of time ... And in the end its just as simple as using the same texture. Wow.
Deeheks  [autor] 10 OCT 2020 a las 13:05 
clus, it is as simple as using the exact same files. Game will recognize that it's the same material if all textures used are the same (not the name, but the png itself) if all the _lod.png are the same, they will share materials
Thanks for optimizing your roads. An secret advise before you do so, you can achieve best results by making use of the bridge shader for roads. Using it on ground roads is very possible and will enable you to have a normal map and bypass the "evel misplaced dark shadow" when lowering terrain underneath.. For the grass edge transition, I use a separate mesh which is using the basic shader and uses the same editor rules (so that both display at once) -> seamless results, and the "skirt mesh" can be reused / shared amongst same size roads!
clus 10 OCT 2020 a las 5:02 
@ Deeheks Hey ! I´ve got a question about the "material sharing" - option for lods via loading screen mod. After reading through your comments, It seems to me as if you´ve prepared these assets to make use of this function.I am updating all my roads atm and I might have some questions regarding this. I´d be grat if you´d reach out to me, via pm or just here in your comment section. Thanks in advance ! :)
木棉树下木棉飞扬 25 SEP 2020 a las 19:40 
It’s too hard to read the rule for a chinese student,I need chinese.
pixelfoundry 31 MAY 2020 a las 22:28 
Humm... I have not Parklife and Industries. I'll try to find them with this mod "Find it"
Deeheks  [autor] 31 MAY 2020 a las 15:30 
Assets will appear in the Fence menu, under Lanscaping tools if you own Parklife or Industries DLC. Try using Find it mod. (a search function that will come up with any installed asset by looking at description and title for keywords)
pixelfoundry 31 MAY 2020 a las 14:01 
Simply don't find them in the menus :/
Deeheks  [autor] 20 ABR 2020 a las 7:00 
Sadly, offsetting a segment isn't possible within editor. It requires the actual 3D mesh to be modified (moving its origin latterally, aka pivot point)
This means more than 10 minutes ofc, but I'm glad you gave Editor a go and tried for yourself. Kudos for that!

Now, to dump the asset, import it to Blender, change the origin, export as FBX and import back into game requires more knowledge and effort than editor properties switching. Join Creator's Discord for help, or to contact me for training. I'll be happy to help but since I'm not particulary interested in the variant you're looking for, I won't be doing it, sorry.
Pistro 20 ABR 2020 a las 4:16 
Thanks for answering. I wasn't aware you could do things like that in the editor. I followed your steps, but it flattens the terrain in such a way that it covers the sloped part of your assets. Is there any way to offset it? The various options available wouldn't allow me to do it.
Deeheks  [autor] 19 ABR 2020 a las 17:47 
You could easily do it yourself in about 10 mintes using asset Editor mate. Just load this asset and save yourself a copy of the one you need Terrain Flattening ON.. It's a one step job. Look at the Properties, find the checkbox that says Flatten Terrain. Once this is checked, you can test the behaviour down before saving it under your modified name! They can use the same menu thumbnail but you'll recognize your name versus the workshop version!
Happy modding!
Pistro 18 ABR 2020 a las 4:44 
Would it be possible to make the slopes shape the terrain just as quays do when you place them? That would save a lot of time in some cases. Great mod btw.
Mvek 16 SEP 2019 a las 7:44 
And how is that asset/mod for the waterfall called? Searching for waterfall in whole workshop is a problem (too many maps) and I have not found it as yours asset.
CBQ Fanatic 31 JUL 2019 a las 7:29 
Could you release a gravel version of this? It would be really helpful for the railyards I build.
Certified Paint Huffer 29 JUN 2019 a las 10:27 
@deeheks

Are there any plans to release these profiles in gravel and/or surface paintable texture? I pretty much replaced most of my embankments with these. No more fighting with landscaping tool!
martin_raccoon 7 JUN 2019 a las 8:09 
Ooooh, I'll definitely be trying out this when I'm back home.
Deeheks  [autor] 2 JUN 2019 a las 18:16 
Thanks!

Try Prop Snapping https://sp.zhabite.com/sharedfiles/filedetails/?id=787611845 to enable move it to elevate props. Otherwise PO does everything neatly now indeed. Look out for upcoming Move It 2.5 features too regarding PO!
Certified Paint Huffer 2 JUN 2019 a las 16:20 
@deeheks
This is probably one of the best assets on the workshop! So versatile.

I noticed a very interesting interaction with Procedural Objects and these slopes - POs will automatically snap to these slopes (follow the incline). Regular props seem to just clip throgh the slope and anchor to the ground. Placing PO'ed decals on these is so easy! thanks for the great asset
NanoGrrl 17 ABR 2019 a las 14:30 
@deeheks, thanks for all the suggestions. I haven't figured out how to move a game save into the map editor yet. I suppose I just wanted to know if it would work. I like it in cities, certainly.
Deeheks  [autor] 16 ABR 2019 a las 3:06 
You can use them all :-)
Cesium Rainbow 15 ABR 2019 a las 23:48 
Quick question: are basic slopes and nature slopes mods exclusive or are they usable together? Both of them look super useful but it's hard to tell from pics which would be more helpful for me.
Deeheks  [autor] 15 ABR 2019 a las 15:45 
I still recomend to use game mode to edit maps.
Especially if it's terrain specific and road fitting, map editor does terrain flattening differently than game.
@NanoGrrl Read more about making maps in game and convert them to maps for sharing. That way, things will be how you made them rather than how you thought you were making it, and missed while testing.. ;)
Still they do work in map editor like any asset actually?... but will be critical required asset, like any netinfo asset!
Combines with elevated networks this can make mapmakers more than happy IMO. Been there, and done that, for that specific reason! =)
Walls can't go everywhere like we are forcefully doing right now, lacking ride helper tools made this game overfrustrating for me and I had to work on it.
NanoGrrl 15 ABR 2019 a las 15:29 
Yay! These work in the map editor! The terrain seems to shift a little going into the game, making some poke-through. That's going to take some fiddling, but I like this helper.
Justin Credible 11 ABR 2019 a las 16:23 
I guess a video tutorial would be highly appreciated. I know you have mentioned that maybe BonbonB will make one, but I think a video from the mastermind himself would be perfect.
Giroux 9 ABR 2019 a las 18:08 
Just when i thought this game couldnt get more like my work... thanks for the mod !
Alecthelm 31 MAR 2019 a las 22:27 
started an new Map yesterday, and Wife passes by behind my compseat...."oh, up that {ENLACE ELIMINADO}, on that spot, would be nice to have an house there"...ok, road done using your slopes for 6 ingame kilometers, everything fine, no glitches etc, works great (again) :)
Deeheks  [autor] 27 MAR 2019 a las 19:06 
Figuring out the reason why it can conflict with other assets within the LSM share materials code is far beyond me, but dev is aware and willing to fix. Lets cross fingers! Meanwhile no other issue with fix applied?
ZuluPower 26 MAR 2019 a las 18:55 
Thank you for the fix! Highly appreciated.
Edit : you should post the fix in the Description.
Deeheks  [autor] 25 MAR 2019 a las 13:58 
Ok, here goes for many similar issues with network LOD's, but if you're having issues with white LOD's or broken LOD textures, try disabling Loading Screen Mod 2nd Sharing option : Share Materials. That will still share textures and mesh, won't affect your RAM and will fix broken LOD's
Deeheks  [autor] 17 MAR 2019 a las 7:39 
@thesheik12
All of them have the white LOD ?
I did update them yesterday, after testing for more than a week, as an attempt to fix the LOD's of other upcoming assets. Now, the issue is only present with Loading Screen Mod enabled, and the dev is aware but it's a very specific issue and time will tell if it can be fixed.

Meanwhile, I've updated again today, adding 4 Pavement Slopes (largely requested). Having those assets loaded could fix your issue. Please check again and let me know!
thesheik12 17 MAR 2019 a las 5:47 
I love this network! I did run into a bug, at least for me. At a far distance, all the slopes on my map are now white unless I get real close to them. It wasn't like this the last time I played a week ago. Do I need a special LOD mod to make this stop happening?
Deeheks  [autor] 16 MAR 2019 a las 17:40 
@DangerousRobot updated to fix winter maps issue. Please check again when you get a chance! Thanks again for pointing that out!
Deeheks  [autor] 15 MAR 2019 a las 7:38 
RedVelocity 15 MAR 2019 a las 3:25 
@deeheks I was trying to convert my elevated diamond interchange to ground level interchange and make them look pretty with these profiles but found that they're not that easy to use, atleast for my use case :( needed a lot of tweaking with move it! and even then I wasn't happy with the result.
Deeheks  [autor] 14 MAR 2019 a las 9:08 
Mr. Barnes to the rescue?? I know he's been asked quite a few times and could end up making a dedicated tutorial.
ask @bonbonB https://www.youtube.com/channel/UCu2E7WDF49QL3WwNqWA1Xrg is you best bet. I have more work to do to release the rest of the Profiles toolset. Then I might tackle making a guide if enough request it.
Deeheks  [autor] 14 MAR 2019 a las 8:58 
I think BonbonB is working on one. What exactly are you trying to build? (maybe I decide to make a Guide for that eventually.)
RedVelocity 14 MAR 2019 a las 7:28 
Any video on how to use this exactly?
DangerousRobot 13 MAR 2019 a las 11:33 
yeah my "Boreal" i think it's called works fine
Deeheks  [autor] 13 MAR 2019 a las 8:08 
and that works with other biomes for you?
DangerousRobot 13 MAR 2019 a las 7:46 
yeah when i load snow maps it says: Simulation failed due to object not with profile ID) or something like that i don't remember exactly.
Deeheks  [autor] 13 MAR 2019 a las 4:53 
@Ayki Awesome, thanks for commenting, and glad these are useful to what they were first meant for!
@DangerousRobot, Thanks for the report, I'll look into it see if something can be done.
@joe1234isthebest, No sorry, no paint tool can be created from the asset editor.