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Hi everybody!
I am posting this dev diary on behalf of @co_visa as he has caught a cold.

Green Cities is going to be released tomorrow, and with it we are also happy to introduce a new completely free Asset Editor tool, the Road Editor. Today we’re going to take a quick look at its features and create our own custom road.

picture 1 - importer.png


First a few general words about roads and the editor. Cities Skylines’ network system is one versatile beast allowing for anything from elevated tram lines with hanging wires to castle walls and sunken canals, so when initially designing the editor we had to decide whether to create a simple easy to use tool for slightly modifying existing roads or to expose the system in its full extent. We chose the latter so prepare for a lot more knobs and switches than what you might be used to. The good news is that most of the placeable network objects will be available as templates, so you can always check out how the existing objects are set up. Detailed instructions on road modding will also be added to the community wiki upon release.

picture 2 - overview.png


Here is an overview of the new editor. On the right side you can see the main panel, and on its left side two side panels that were opened just to make this all look overly scary and exciting.

Most of the roads in Cities: Skylines consist of five variations: the basic terrain level road, the slightly elevated version, the bridge, the slope leading from terrain to underground, and the underground tunnel. The variations can be selected from the main panel’s tab strip. The main panel also contains sub menus for editing the general properties, lanes and models of the selected variation.

The road’s 3D models are divided into segments and nodes. Segments are used for the continuous parts of the road, and nodes for intersections, road endings, and transitions from road type to another. Both are usually modeled as straight road stubs, and if everything is set up right the game will automatically take care of bending and smoothly combining them. The segments and nodes can also contain additional conditions to control when each model is drawn into the screen. You might for example want to use a different segment model when a road segment contains a bus stop, or leave out the overhead bridge wires when a bridge takes a sharp turn.

Lanes can be set up to allow different vehicle types or pedestrians, and they also contain the road’s propping. The props can also be set up with conditions, for instance to use proper turn signs before intersections.

picture 3 - empty.png


So without further ado, let’s make our own custom road. I’ve already started by selecting the Six-Lane Road as our template, removing all lanes, segments, and nodes, and placing down our road to marvel at the blue error color. I have prepared a 3D model of a single straight 64 * 64 units block of road, which we’re going to import as a segment by creating a new segment and clicking the Model button on the segment’s side panel.

picture 4 - glitching.png


Not quite there yet. Our custom model is way wider than our template so next we need to set up its dimensions in the Properties sub menu. Our road is 64 units wide in total, with 5 units wide and 0.3 units high pavements on both sides. Correct Half Width is – among other things – needed to determine where the terrain ends and the road starts to prevent overlapping as seen in the picture, so we’ll set that to 32. Pavement Width is needed so that the game can smoothly combine our road’s pavement to other road types with differing pavement widths, so we’ll set that to 5. Since the pavements were set to 0 level along vertical axis in our model, our road is actually a bit sunken so we’ll set the Surface Level to -0.3 to act as the base height. The Segment Length is already set correctly to 64.

picture 5 - models done.png


Magic! Because our model was originally created using a grid-like layout, it contains a lot of “free” vertices the game can now move around. We also imported the same model as a node, but this time without the road markings in the texture. I’ll just leave it to your imagination what happens when those start bending all over the place. Due to the hasty texturing you can now also see faint seams on the intersection where our road’s node models meet Two-Lane Road’s.

picture 6 - adding lanes.png


The remaining step is to configure the lanes and their propping. 2 pedestrian lanes on the sides and 16 car lanes. The model was thrown together quite hastily and the lane markings weren’t separated with a uniform distance so I’m temporarily attaching a prop to each lane to see where they are while tweaking their positions. After the lane configuration is done we’ll throw in some street lamps to pedestrian lanes and call it a day.

picture 7 - done.png


Our quick example is now done and working quite nicely. The inner lanes rarely saw any action unless I created some artificial congestion, but to fix that we’d need to completely rethink our design to be a little less ridiculous. Next we would also need to configure our other elevations and any properties such as speed limits and prices, but let’s leave that for another time.

Beyond what was shown here, any objects like train tracks, tram tracks, quays, canals, monorails etc. are also available for editing. We’ve added a multitude of different shaders in the editor which will enable you to create anything from shiny tracks to wires that sway on the wind. More info on modeling and shaders will be added to the community wiki. The existing road pillars have been made available as building templates so we could import one with a custom model, save it, and use it in our road’s elevated and bridge variations. In the end all the elevations and pillars will be saved into one package so there will be no need to subscribe to any external dependencies when looking for new roads.

Stay tuned for tomorrow’s release, and happy modding!

EDIT: Fixed my Finglish grammar ;)
 
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Steam is saying "approximately 12 hours" for me right now. That's 21:17 Atlantic Time (I suppose that is 00:17 GMT?), so 09:17 tomorrow +/- 1 hour as it's not right on. And noonish GMT.

Saying about 10 hours for me now, so that would be at about 2 in the afternoon.

Arrrg! I may not be able to have a play around on this til next week if that's the case!
 
The dlcs are usually released at 9:00 AM Pacific time. Steam is located on the west coast of the U.S.
 
Steam is showing me that it will be released in eight hours. That's 9am my time or 6am west coast time. So maybe you'll get it sooner.
 
OMG! :eek:
This totally blew up my mind! This feature is great! :)
I am a little bit scared to try this myself (I would probably mess things up :D), but I want give it a try, because it looks so exciting!
 
Hello, I'm back alive from my flu and ready to answer some questions. Seems like the dev diary did slip too much on technical and jargony side, so sorry about that.

The short story is that pretty much everything about roads is now editable. When you open the editor you will first select any existing road in the game to be the basis for your custom road. You can then look around the editor to see how that road is set up and modify anything about it you want. You can for example just change a few props and speed limits if you want to, or you can create a whole new type of road from scratch with any sorts of lanes and 3D models you want. If you're afraid that your road won't work you can place it down and try connecting it to other roads right in the editor, and all changes you do will become instantly visible.

There seems to be some confusion about lanes and textures. Lane markings will not be automatically generated, which means that you are free to paint any sorts of lane markings on your textures when creating a new model and then put the actual lanes on any position on your road you want. You don't necessarily need to replace any models or textures from the original road if you don't want to. You can for example open an existing highway and reverse a few lanes to get two-way highways.

Now the unfortunate truth is that the new road editor is way more complex than previous asset editor tools, and creating new roads is a huge task. There will be an instructions page in the community wiki that explains all the different editable things in the editor and how to model new roads. Modders can always edit the wiki page to share their knowledge and tips with each other.

Hope this clears up some questions about the editor.
 
This sounds seriously awesome, and big kudos to you for giving players such a powerful tool! I've long wanted roads that have both trees and bike paths, trees and tram tracks, etc., and as long as I can make those relativrly easily, I'll be one happy camper. :)
 
So I will finaly be able to change parking line in the basic two-lines two way road into a normal line, in order to get a 2-units-wide four-line two-way road? And if I need to, I can stack tram rails on top of that? Or actually on any road, in the editor? Yay, finally.

And will we be able to create custom other roads with completely other "skin" than the basic one, e.g. a cobblestone road for "old town" use, while having a standard tormac road in the same town in the same save in the other parts of the city?

Or its still not possible to use two different skins at the same time, as in some mods?
 
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Okay so I managed to just take the existing 6-lane with trees or 4-lane with trees and just swap the outermost lanes to be bike paths, complete with the bike lane prop. So far so easy, that was the very basic thing I wanted to do. Is there a way to get the green bike lane texture from the premade roads with bike lanes and add them to another to road (likewise with the trees from the tree-lined roads), or is that part of the "model" for those roads? If I want a "tram tracks and trees" road, would I have to make a new model for that (which I've no idea how to do) or is there another way?

I'm very much looking forward to the wiki entries for this and what the asset wizards will manage to do with it.
 
I think I'm starting to get some of the features of the editor, but what I don't understand is where i get the segments? I want to create a six or four lane road with tram tracks and trees in the middle, so I need to import the tram line segment to an otherwise blank road, right?
 
Got a question now that I have check it out for myself: I wanted to put in the 7,5 by hand for a new lane but it didn't want to accept my comma and the full-stop didn't work - it stuck with 75 instead of 7,5 --- so what do I use to set the 7,5? (caveat : I'm on a German keyboard and I run linux).
 
That was my guess too, but unlike props, I've no clue how to get these segments, or save/export them from a road type that has them.

You can use any 3D-modeling software to create segments. There's currently no supported way to export them from other road types.

Got a question now that I have check it out for myself: I wanted to put in the 7,5 by hand for a new lane but it didn't want to accept my comma and the full-stop didn't work - it stuck with 75 instead of 7,5 --- so what do I use to set the 7,5? (caveat : I'm on a German keyboard and I run linux).

Use dot . as decimal mark.
 
This is great! Thanks guys, for continually improving the game.

There is just 2 more things which I would like you to include in the standard game:
1) Place a pedestrian crossing on any straight road.
2) Specify in which direction vehicles can turn for every lane in a junction.

If you do that, I think I can pretty much unsubscribe from the Traffic Manager mod - which is one of the most expensive ones I have- resource wise.

:) :)