Cities: Skylines

Cities: Skylines

(Asset thumbnail) Sprite Changer
30 Comments
Leo Mystic Magic 19 Jun, 2015 @ 2:00pm 
Thanks, that would be amazing :D Would make life much easier.
Snow_Cat  [author] 19 Jun, 2015 @ 1:07pm 
... Some time tonight I'll put together a 'mod' for that.
Leo Mystic Magic 19 Jun, 2015 @ 12:21pm 
Ok, I forgot to mention.... is there away way to add in the UI Priority field? Just a form where I can enter a number is all I need. Tired of going into mod tools constantly and going through a tree of menus just to change one little thing. Thanks
Snow_Cat  [author] 19 Jun, 2015 @ 12:12pm 
Meow, my pleasure;

Originally I intended to package them as a single mod; but while I got the bugs out of each 'feature' having them as seperate mods started to make more sense. Still Might do at some point.


Colour mixing by hex value is feasible, but I won't get around to that any time soon as that will require altering the UITemplate to do the way I would like (augmenting the original picker, instead of having a duplicate next to it).
Leo Mystic Magic 19 Jun, 2015 @ 9:53am 
Thank you for your hard work on these properties panel mods. I am getting a lot of use out of them. I have a request for you. Is there any way you could also add to option of putting in HEX Code color values for color variations? As of right now all you have is a slider to deal with and so if you want 2 color variations out of the 4 you have to make 2 of the color variations the same and relying on a slider to get the same exact value is not ideal.

My other suggestion request is that you combine all these mods you've made and package them together into one. They all work well together and IMO should really just be one mod working with each other. Thanks again
Snow_Cat  [author] 13 Jun, 2015 @ 9:13pm 
For modders and content creators.
MrMaison 13 Jun, 2015 @ 6:57pm 
Is this for use on the user end or for modders to update? I'm looking to update some things on the workshop for in game icons for the subscribers.
Snow_Cat  [author] 4 Jun, 2015 @ 12:57pm 
@dazflint , No harm. I'm wondering if another mod might be renaming or duplicating something - I've not really made my code all that robust against another mod taking part the game and running away with it.
dazflint 4 Jun, 2015 @ 6:28am 
@Snow_Cat - hmm, I have *so* many mods! I've now tried turning everything off, except your Sprite Changer and the Toggle Asset Properties Panel. And it works! I should have tried that in the first place. When I next start up, I'll list the mods I have for you... :)
Athmo 1 Jun, 2015 @ 1:28pm 
Works great. Used it to fix all missing thumbnails from assets. Full description how is here:
http://sp.zhabite.com/workshop/discussions/-1/615085406669301511/?appid=255710
Snow_Cat  [author] 31 May, 2015 @ 7:09am 
@dazfint , can you list what mods you have active?
dazflint 30 May, 2015 @ 11:34pm 
I can't get this mod to work, unfortunately - because it sounds like a great idea!

I can download it and activate it from the game's main menu, but in the asset editor there's no trace of it. Does anyone have an idea why this might be? I've tried to load up a few different assets (my own and others), but none of the mod's features appear in the properties panel :/
Snow_Cat  [author] 29 May, 2015 @ 7:23pm 
@templeofdoom , Toggle Asset Properties Panel mod now live, if you wanted an easier time using this mod w/ intersections in the Asset Editor.
Leo Mystic Magic 29 May, 2015 @ 6:56pm 
Thank you! Works Perfectly, now time to redo all my trees and also change their Ui Priority numbers using mod tools so I can make certain types of trees show up next to each other. :)
Stooge 29 May, 2015 @ 6:27pm 
@Owlchemist: Yes, that thread I posted, 2nd page, about halfway down. They said they were "looking into it"

Translation: "Let's put out something shiny and hope they stop asking for this"

:-)
Stooge 29 May, 2015 @ 6:25pm 
There was a post on the paradox forums that one of the asset authors was complaining that the new system didn't work, the impression I got was that the older ones were giving the most trouble. Then on the 27th post of that thread Paradox rep said:

Yes, there is a problem with the option not being available for many old assets. We are looking into fixing this. "

Having been in IT for 20 years now, that translated in my mind from a lot of experience to read as : Shit, we changed the file system spec and don't know how to fix it ... uh ... someone stall for time. "


Yes, 20 years of this has made me a bit cynical.

The thread is here [forum.paradoxplaza.com] and I just looked at the OP and it is none other than our friend Shroomblaze!

Owlchemist 29 May, 2015 @ 6:24pm 
"...until Colossus Order get the generate thumbnail feature implemented." Curious, did CO have plans for this, or is this an assumption? I really do hope they add this.
Leo Mystic Magic 29 May, 2015 @ 6:14pm 
Thank you for explaining to me. This is exactly the bug I'm having and you have provided a solution. Now I can fix my trees.
Snow_Cat  [author] 29 May, 2015 @ 6:12pm 
Let me know if you have any specific example that this mod won't work on, you have piqued my curiousity.
Stooge 29 May, 2015 @ 5:46pm 
Oh, I know. I'm pretty sure that the reason the new thumbnail system doesn't work on old assets, is probably related to a change or changes they made to segregate assets between biodomes or whatever they called them. In order to keep them seperate the asset would have to be tagged somehow, which means an altered file format.

It's possible the framework for that format was put in during the first release and was implemented with the latest release. Which would explain why some pre 1.1 assets can be fixed and others can't. I imagine if we reviewed the dates of which can vs cannot be updated with thumbnails most of them would be those created right around release time.

But I don't care enough to dig that far. :)
Snow_Cat  [author] 29 May, 2015 @ 3:52pm 
Where as CO's features have to work "tomorrow" ; and be reliable through an indefinite number of versions. To do this the code has to be readable and fully understood so that they can build on it. Memory leaks, clutter, utility organization , etc all need to be considered int eh context of the project as a whole, and they have other priorities balance working on.


While at a glance a mod and a feature that do the same thing "today" may be indistinguishable; two weeks or even an hour later and the difference is very clear; particularly if you are trying to maintain it.
Snow_Cat  [author] 29 May, 2015 @ 3:52pm 
Stooge has it mostly right.
This allows asset builders to slap a set of thumbs from a new asset into an old one.

As for why CO has not yet obsoleted this is simple:
this mod is a quick and dirty workaround.

I don't rightly understand what I eventually did to get it to load after the asset property panel. I don't rightly understand why "ColossalAssemblyInfo" (what I assumed to be metadata) is critical to it compiling on my machine. I don't rightly understand why they have multiple references back to the same TextureAtlas, with some references null, and others populated.

And I don't need to; the mod can "work" now ; I don't need to worry about maintaining and/or working around the cruft in the code (and there is a lot of it).
Stooge 29 May, 2015 @ 3:17pm 
Basically he's created a solution in which you scrape the thumbnails and whatnot from a new asset and slap them into the old one. The fact that he can do this, and CO hasn't made this easily available is sad.

I love this game, and I know they are a small shop, but I mean seriously ... it's not like they didn't notice big god awful white icons during testing?? Did they not think "This game is going to rock! There will be tons of assets! Let's make them all the same exact white icon! It'll be like a mini-game of Where's Waldo?"
Stooge 29 May, 2015 @ 3:15pm 
@Shroomblaze, I may be wrong, but it should be like this
1.) Take screenshots and prepare thumbnails of Older but Awesome looking asset.
2.) Create, from scratch, a new asset and put in a bench or something simple. Then save it and use all the images you made from the OLD asset and save them to the NEW asset.
3.) Reload the NEW asset in the asset editor, click copy. Now load the OLD asset up, click PASTE.
4.) Verify it all looks right, then save the OLD asset.

There is a bug where you can't just add, through the editor, thumbnails. Paradox is aware of it, and has no ETA on fix. This, if it works, is an awesome mod. I spent HOURS manually doing this the other day and trust me, this is an amazing solution.
Leo Mystic Magic 29 May, 2015 @ 10:27am 
I don't really understand what this does... Why would you want to copy an existing thumbnail and post it to other assets? Wouldn't you want a different thumbnail to represent those assets? Help me to understand. Thanks

Now if CO could fix my problem of the thumbnails folder not showing up when I load an asset, especially under the trees category. Sometimes it works for regular assets though.
templeofdoom 29 May, 2015 @ 9:40am 
Ahh, awwwweeeesome! I hope people start using this, thanks for making it!
Snow_Cat  [author] 29 May, 2015 @ 9:38am 
Copies existing thumbnails from assets, then pastes them onto other assets. This seems to work with most assets (UI not withstanding).

So for older assets berift of thumbs, you can duplicate a (complete) set from a new asset, then edit the thumbnails to suit the older asset.

templeofdoom 29 May, 2015 @ 9:24am 
How does this work? This can make thumbs for older assets that don't have them (easier than it has been, I assume)? Can this work with current and new assets too at simplifying the thumbnail creation process when uploading an asset?

Thanks for making this Snow_Cat, either way, seems like it has some good uses.
Snow_Cat  [author] 29 May, 2015 @ 9:17am 
Mrow, sort of;
the copy/paste buttons still work with intersections-- but the properties window/panel is hidden.

ModTools can un-hide it (in the scene explorer search for a UIPanel named 'DecorationProperties' and set the "visible"(?) property to true. I think- hierarchy is UIView.FullScreenContainer.DecorationProperties.) but this is cumbersome.

I'll get around to starting a {"toggle properties panel" button on the tool-menu-bar} mod some time this evening.
geecko 29 May, 2015 @ 9:05am 
Awesome! Thanks for this! Do you plan to do it for pre-1.1 intersections as well?