r/CitiesSkylinesModding

▲ 28 r/CitiesSkylinesModding+1 crossposts

The Restless Course - an animated multi-emissive clock keyed to in-game time

Get it on PDX Mods: https://mods.paradoxplaza.com/mods/149791/Any

Designed by Pritchard Themis and manufactured by Phi Lighting, the Restless Course was installed on the corner of Scrutton and Clifton Streets in Shoreditch, London in 2018.

The clock fascia is constructed from 4mm thick stainless steel that has had a peened finish. Sitting proudly of the fascia is 60 number raised “hands” or cleats constructed from 8mm thick stainless steel that has been brushed in a random fashion. The hands are backlit from behind by sixty number linear RGB units that are individually controlled.

Faithfully recreated in-game, this asset was devised as part of a series of proofs of concept to test the capabilities of the editor's multi-emissive and animation capabilities, and will be included as an example asset in a forthcoming Community Guide on the Modding Wiki to help you step you through adding emissive animations to your own assets.

u/kjmci — 10 hours ago

Turn assets into props

Good day, Reddit!

For a project in my city, I'd like to use certain assets as props. I'd add functionality where needed using service blocks.

I did some research and found that I need to change the prefab settings. However, after loading an asset into the editor via the Asset Browser, I can't find those settings.

This wiki entry suggests that I need to import the asset rather than add it through the Asset Browser:

https://cs2.paradoxwikis.com/Modding?_gl=1*qvqj64*_gcl_au*ODA1NTE1MDA4LjE3ODI0MDYyNDk.*_ga*MTAxOTY2MDUxOC4xNzgyNDA2MTg1*_ga_31BKSB2CWS*czE3ODMyMzk4NTAkbzQkZzAkdDE3ODMyMzk4NTAkajYwJGwwJGgw

Questions:

  • Is that correct, or is there another way to access the prefab settings?
  • Can I import an asset's mesh? If so, where are the mesh files located?

I tried saving the asset so it would appear in .\AppData\LocalLow\Colossal Order\Cities Skylines II\ImportedData. I also copied the asset to a folder that I can access from within the editor, but I couldn't find any mesh file that I could import.

I'd really appreciate any advice on this.

Have a great Sunday! 😀

reddit.com
u/AmonNascaroth — 20 hours ago
▲ 29 r/CitiesSkylinesModding+1 crossposts

Asset Release: JP Bus Stop Pack (Styx's)

https://mods.paradoxplaza.com/mods/149845/Any
This Asset-Pack consists of 6 Japan-Themed Bus Stops

(1 Bus Stop Sign, modelled after the Kurakuenguchi bus stop signs;

5 Bus Stop Shelters of various sizes, modelled after the Oji Station Bus Stop 14)

Includes:

Bus Stop Sign

- JP_BusStop01

- (Mesh: 1364 , LOD1: 300)

Bus Stop Shelter (S)

- JP_BusStop02

- (Mesh: 300, LOD1: 156)

Bus Stop Shelter (M)

- JP_BusStop03

- (Mesh: 536 , LOD1: 180)

Bus Stop Shelter (L)

- JP_BusStop04

- (Mesh: 728 , LOD1: 268)

Bus Stop Shelter (S) with Bicycle-Racks

- JP_BusStopBicycle01

- (Mesh: 300, LOD1: 156)

Bus Stop Shelter (M) with Bicycle-Racks

- JP_BusStopBicycle01

- (Mesh: 536 , LOD1: 180)

u/HadeStyx — 3 days ago

NEW MAP - Salinas

Based on the Salinas area south of San Francisco, CA.

Not my first map but by far my favorite map probably in the whole game. Love the new textures and put them to good use! This map has basically everything, from an open desert, to a wide valley, to rivers, estuaries, beaches, mountains, and all with a realistic distance because the map is 136 Square Miles, so your small desert town or your sprawling farms don't feel like they are right next to your down town. Lots of time went into making this map, with realistic resources spread around as well. I look forward to hopefully seeing how people develop this map!

Grab the map for yourself here: https://mods.paradoxplaza.com/mods/149813/Any

u/ItsCon_ — 3 days ago
▲ 8 r/CitiesSkylinesModding+1 crossposts

CityProgressShare – Play Cities: Skylines 1 with friends through Discord Webhooks!

Hi everyone!

After playing Cities: Skylines 1 for a while, a few friends and I wanted a simple way to compete and track each other's progress without constantly streaming or asking "hey, what's your population now?".

Since there wasn't a lightweight tool for this, I decided to try my hand at making my own mod: CityProgressShare.

It’s a simple, low-impact mod that automatically sends your city's core stats directly to your shared Discord server via a Webhook.

https://steamcommunity.com/sharedfiles/filedetails/?id=3756690681

If you have any problems configuring the mod or ideas for future updates, leave a comment below.

https://preview.redd.it/scb8hhk0e0bh1.png?width=367&format=png&auto=webp&s=7e73ee762ab38c7cb26fb18fb31833a2248385dc

reddit.com
u/Bright_Sandwich_8191 — 3 days ago
▲ 69 r/CitiesSkylinesModding+2 crossposts

[Tokyo 1:1] What if Edo Castle had never burned down?

Hello everyone, it's me again! And yes... now I make assets xD.

While working on the 1:1 project, I realized there weren't enough Japanese assets and props to make it look the way I wanted. So I asked myself, "Can I actually make something good in Blender?"

Well... this is the result.

This is my first big project! I already have two buildings uploaded, but this is the first large-scale project I've worked on. I really hope you all like it!

Here's the link:
https://mods.paradoxplaza.com/mods/149699/Any

u/Friendly_Function571 — 4 days ago
▲ 41 r/CitiesSkylinesModding+1 crossposts

[WIP] I'm porting my CS1 mod/shader combo for animated textures into CS2.

As the title says, I'm working on bringing 30FPS animated textures into CS2 based on my previous mod/shader work in Cities Skylines 1. Still ironing out some of the kinks in the shader to make it more 1:1 with the vanilla shader, but I see a working alpha version of the mod on the horizon. Animated sea foam, LED signs, vfx plates, etc. Lot's of good opportunities :)

u/ide-uhh — 4 days ago
▲ 36 r/CitiesSkylinesModding+2 crossposts

Further experiments with animated emissives

This is a recreation of a piece of public art near me called the Restless Course it uses metal louvers and controllable LED strips to create a clock face out of light. Using the game’s multi-emissive pipeline and the procedural clock animations, I’ve managed to recreate it in-game (and it tracks actual in-game time).

I still need to manually tweak the intensity/brightness of some of the colours, and the transition between each colour is much smoother in-game rather than in the editor, but it’s great to see some of the power available in the game’s editor.

u/kjmci — 4 days ago

Customizable Zoning Categories (like District Styles from CS1)

We have so many good assets now, but many are rightfully placed inside their own categories, say NA Low Density, the new 1900 Midwest Low Density, European Low Density, Chicago Low Density. It requires switching between all of these as you zone to get a variety introduced into your city. What is the feasibility of a code mod that allows you combine assets from different styles into one zoning option so you can paint and go? There was the district styles mod in CS1 which is key for introducing some diversity. Thoughts?

reddit.com
u/Swimming_Earth_9369 — 4 days ago
▲ 6 r/CitiesSkylinesModding+1 crossposts

Need help repairing a 1000+ hour map - EditorHierarchyUISystem / PrefabSystem.GetPrefab() crash after 1.6.0f1

Hi everyone,

I' really sorry for posting this here, I;m reaching out everywhere I can...

I'm looking for help repairing a Cities: Skylines II map with over 1000 hours of work.

After updating to 1.6.0f1, only this save has problems.

I have already:

  • Verified Steam files.
  • Completely reinstalled the game.
  • Deleted all caches.
  • Created a brand-new Playset.
  • Reinstalled every mod.
  • Confirmed that brand-new maps work perfectly.

So the issue appears to be inside the save itself.

The map loads and is playable, but the editor continuously throws:

EditorHierarchyUISystem
ArgumentOutOfRangeException
PrefabSystem.GetPrefab()

The latest Player.log only reports these unknown prefabs:

  • Prop_EU_TrainPassengerCar01
  • Prop_EU_TruckTractor01

Earlier logs also contained subway track prefabs, but those are now gone.

The exception repeats every frame, causing severe editor lag.

I'm happy to provide:

  • Athens.cok
  • Player.log
  • Mod list

Does anyone know of a tool or method to repair orphaned prefab references inside a .cok save?

Any help would be hugely appreciated.

reddit.com
u/Long-Development1053 — 5 days ago

Proof of concept: working fountain ✨

I used the same animation as the rotating clock face for these water jets. Essentially these are rotating donuts with alpha mapped foam that are quickly rotating.

This layout can therefore only be used if 3/4 of the water jet can be hidden behind a wall, otherwise the illusion breaks. Here's hoping the game's animation system can be worked with to get some more elaborate water animations as well..

🦆 Before the war, the building had an ornate baroque sandstone and wrought iron fence behind the garden, with two fountains to either side of the gate.

They have been translocated to a baroque garden outside of the city after the war, but I'm bringing them back

Surely they will be very versatile to use as well.

u/TitanCS — 8 days ago
▲ 218 r/CitiesSkylinesModding+2 crossposts

Animated neon sign proof-of-concept

I've been toying with some ideas for the game's multi-emissive pipeline involving animated neon signs and decided to create a test using something from one of my favourite shows. Managed to crack it tonight and get the animation sequenced and timed correctly!

This opens up a huge opportunity for in-game, light-based animations. I'll look to document it as a community page on the modding wiki once I get a chance.

u/kjmci — 10 days ago

Are there any mod tutorials for custom buildings? I'm a 3d artist trying to create a southeast asia pack.

Are there any mod tutorials for custom buildings? I'm a 3d artist trying to create a southeast asia pack.

reddit.com
u/riverSparrow — 7 days ago
▲ 215 r/CitiesSkylinesModding+2 crossposts

William Penn High School WIP - Update #3

More of the school building has been completed! The overall footprint is pretty much finished... now I'm starting to make some finishing touches before I begin the UV unwapping process.

After gathering some feedback, I've decided to make two sections of this building be extension upgrades. One will be the mid section (the two gyms and auto repair shop), and the second will be the section at the rear (five rectangular buildings and boiler house). This should give the building more variety and lessen the initial footprint.

There will also be a detatched athletic field that can be placed anywhere within a radius of the building. I'm planning on making a custom football field, track, and bleachers for this extension.

I really appreciate the comments and feedback on this project so far! More updates to come!

Please check out the other assets I have released on PDX mods HERE if you haven't already!

If you are enjoying the assets I have been releasing, please consider buying me a coffee! It would help out a bunch!

Thanks!

-Venqari

u/Special-Artist1059 — 10 days ago

Looking for historic downtown road

Hey, is there a historic downtown road available on paradox mods? I’ve looked but wondering if I’ve missed it. Or if you could advise me how to make this type of road with mods perhaps?
i attached a pic for what this type of road looked in CS1

u/waveinearfh — 7 days ago
▲ 74 r/CitiesSkylinesModding+1 crossposts

Wai On Block A - Asset Release (Hong Kong Style Building)

After several months of learning the Cities: Skylines II asset pipeline, I've finally released my first custom asset: Wai On Block A, a Hong Kong-inspired residential tower.

The project started as a personal challenge to learn Blender and eventually grew into a larger goal of recreating parts of Hong Kong in CS2. This building is the first step toward a larger collection of Hong Kong-themed assets and districts.

I'd love to hear any feedback, suggestions, or ideas for future buildings. Thanks for checking it out!

-Necryx

Link: https://mods.paradoxplaza.com/mods/149036/Any

u/ColdResolution6184 — 10 days ago
▲ 616 r/CitiesSkylinesModding+2 crossposts

New Asset WIP: William Penn High School

Here is another asset I plan on releasing in the near future! This is the William Penn High School, located in Harrisburg Pennsylvania. It was build in 1927, closed in 2010, and is slated to be demolished this year. The model is still not even half finished, so I have a lot of work to do yet.

Stay tuned for more updates on this project!

Please check out the other assets I have released on PDX mods HERE if you haven't already!

If you are enjoying the assets I have been releasing, please consider buying me a coffee! It would help out a bunch!

Thanks!

-Venqari

u/Special-Artist1059 — 12 days ago

How much would it cost to pay someone to create this football stadium C:S1

This is LSU’s Football stadium, also known as Tiger stadium/Death Valley. It is located in Baton Rouge, Louisiana. It seats just over 102k people. College football stadiums weren’t just built in one go, but instead expanded upon over decades and even over a century. I’ve only ever seen I think 1 CFB stadium and it was from the earliest days of the game, so it’s quality is buns nowadays (respectfully)

u/Dexico7 — 9 days ago