Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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).
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
http://sp.zhabite.com/workshop/discussions/-1/615085406669301511/?appid=255710
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 :/
Translation: "Let's put out something shiny and hope they stop asking for this"
:-)
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!
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. :)
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.
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).
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?"
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.
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.
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.
Thanks for making this Snow_Cat, either way, seems like it has some good uses.
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.