Cities: Skylines

Cities: Skylines

Apollo Hotel
22 opmerkingen
Fritzchen 15 apr 2024 om 22:24 
GREAT JOB, DUDE !

Lights at Night are perfect !!
Aþi 3 jan 2017 om 2:23 
Great collection! i love them! :steamhappy:
Visu  [auteur] 17 dec 2016 om 13:20 
Big Boss 3 mrt 2016 om 10:10 
Please make a collection with your AD updated assets. Quite a bit of them in the collection dont have lights!
Visu  [auteur] 8 jan 2016 om 20:39 
Updated for After Dark!
Phil-Assassin-94 26 sep 2015 om 15:03 
after dark update?
Leo Mystic Magic 27 jun 2015 om 13:47 
This Lod is also using a 2048x2048 texture.
AlphaMom 10 mei 2015 om 20:24 
impressionnant, great job, thanks! merci!
Munzter 26 apr 2015 om 19:50 
I like this building, but the features disappear to quickly when zooming out. Any way you can increase the zoom distance features are viewable at?
Visu  [auteur] 16 apr 2015 om 18:37 
MadCat3d - I think the problem is just with "The Spire - FINAL" right now - it's LoD model, specifically. I'll go back and edit that later to see what I can do about it. In the meantime, try using "The Spire," my original model that didn't have an LoD model: http://sp.zhabite.com/sharedfiles/filedetails/?id=418267936
MadCat3D 16 apr 2015 om 15:08 
i just went through those buildings and the Artemis tower works perficly, its also one of my favorites of yours. so its just The Spire and the alta hotel that has this issue.
MadCat3D 16 apr 2015 om 13:30 
Yes i did remove the buildings ( Artemis Tower, and The Spire - FINAL ) and then the othere buildings returned when zoomed out. those two buildings where the only ones i noticed the problems with.
Visu  [auteur] 16 apr 2015 om 10:21 
Boobufestuu - Thanks for the kind words! Much appreciated.
iceballfunela 16 apr 2015 om 3:39 
Visu... i've got to say... your work is amazing and I love the fact that the building employs a lot of people. Keep it up!
Visu  [auteur] 16 apr 2015 om 0:53 
jisgr8 - But here's the thing. If you just import an original model into the asset editor without doing anything else, the game will automatically simplify it when you zoom out past a certain point. Sometimes that produces bad results... i.e. on zoom-out, walls disappearing, roofs deforming, etc. It can be quite dramatic. So the game automatically generates a "level-of-detail" ("LoD") model" for you (that only appears from far away) if you don't make one yourself.

What modelers can do to stop the bad results is to make a simpler version of a model and import that into the game alongside the original. By putting two models in together when they create the asset, the game can be made to use the custom simple version instead of the automatically generated one upon zoom-out. That's the one that appears from afar (the version without balconies).

This helps the game run quickly. It doesn't have to load every building in the city at once, in full detail.
Visu  [auteur] 16 apr 2015 om 0:53 
jisgr8 - No worries. I appreciate your feedback. I'm just starting out modeling, and I'm having a lot of fun with it so far. This really is a great game.

So this is an original design. I made it from scratch. The one you downloaded is the original.
JazzyJay 16 apr 2015 om 0:19 
oh i am so sorry i didnt realize there was an original! my bad. I'm still building my map and have not yet played much of the game. I still browse the workshop and i loved the look of this building so i downloaded it. did not carefully read what it was optimized for. sorry and thanks for the response. btw where cn i find the original of this?
Visu  [auteur] 16 apr 2015 om 0:16 
MadCat3d - Are you sure it's not just the LoD algorithm doing what it does with all buildings? I don't think my own buildings are causing that. I think the game does that automatically with all models unless the modeler puts in a special LoD model. I try to do that with most of mine, but that shouldn't cause the other buildings to do anything they wouldn't do on their own. Have you tried removing mine and then zooming out like you otherwise would?

By the way, thanks for the nice feedback!
MadCat3D 15 apr 2015 om 23:29 
when zooming out it also tends to remove the textures of surounding buildings as well, iv noticed this probelem with a few of your other buildings as well, such as your tallest. othere than that though you are doing amazing and i cant wait to see what is next.
Visu  [auteur] 15 apr 2015 om 21:23 
jisgr8 - By the way, thanks for your kind words on the design.
Visu  [auteur] 15 apr 2015 om 21:19 
jisgr8 - You overlook the purpose of a level-of-detail model. It's a lower-detail version that displays from a distance only. It's supposed to have fewer triangles than the original. This optimizes gameplay and improves performance: http://docs.unity3d.com/Manual/LevelOfDetail.html

My original model has over 7,000 triangles. My understanding is that an LoD model should be somewhere in the neighborhood of 100. So I had to do some cutting. Most of the detail in my model was from the balconies. So I removed them for the LoD. In so doing I was able to bring the triangle count down very close to where I wanted it. Trust me, not being able to see the balconies from far away is much, much better than what the game's native LoD algorithm would have done here. I tried that too. If you know of a better way of reducing the complexity of a complex model, I'm open to suggestions. But expecting me to stamp an LoD suffix on the original isn't consistent with the design of the game.
JazzyJay 15 apr 2015 om 16:40 
great building design and i love the large balconies but.... no this building does not hold up when zoomed out very far. NEW LOD needed!