Cities: Skylines

Cities: Skylines

Apollo Hotel
22 kommentarer
Fritzchen 15 apr, 2024 @ 22:24 
GREAT JOB, DUDE !

Lights at Night are perfect !!
Aþi 3 jan, 2017 @ 2:23 
Great collection! i love them! :steamhappy:
Visu  [skapare] 17 dec, 2016 @ 13:20 
Big Boss 3 mar, 2016 @ 10:10 
Please make a collection with your AD updated assets. Quite a bit of them in the collection dont have lights!
Visu  [skapare] 8 jan, 2016 @ 20:39 
Updated for After Dark!
Phil-Assassin-94 26 sep, 2015 @ 15:03 
after dark update?
Leo Mystic Magic 27 jun, 2015 @ 13:47 
This Lod is also using a 2048x2048 texture.
AlphaMom 10 maj, 2015 @ 20:24 
impressionnant, great job, thanks! merci!
Munzter 26 apr, 2015 @ 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  [skapare] 16 apr, 2015 @ 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 @ 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 @ 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  [skapare] 16 apr, 2015 @ 10:21 
Boobufestuu - Thanks for the kind words! Much appreciated.
iceballfunela 16 apr, 2015 @ 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  [skapare] 16 apr, 2015 @ 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  [skapare] 16 apr, 2015 @ 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 @ 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  [skapare] 16 apr, 2015 @ 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 @ 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  [skapare] 15 apr, 2015 @ 21:23 
jisgr8 - By the way, thanks for your kind words on the design.
Visu  [skapare] 15 apr, 2015 @ 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 @ 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!