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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.

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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.

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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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Colossal Order, we are not 3d modelers, it's REALLY difficult to work without premade templates. When i go to change nodes or segments, i.e., the game asks me to put a template, not a prop! And it's QUITE IMPOSSIBLE for a normal player to change something in an asset. This road editor seems to be made only for modelers, or experts, not for gamers who have paid this game. Please, CO, change this lack.
 
Colossal Order, we are not 3d modelers, it's REALLY difficult to work without premade templates. When i go to change nodes or segments, i.e., the game asks me to put a template, not a prop! And it's QUITE IMPOSSIBLE for a normal player to change something in an asset. This road editor seems to be made only for modelers, or experts, not for gamers who have paid this game. Please, CO, change this lack.

This is the same if you want to make a new building. If you want to change trees and props on a building that already exists in the game, you can do that without any modelling skills. Roads work the same. But if you want something the requires a new model, you ofc need to provide that new model. Making mods and assets for a game isn't for everyone and for some games modelling skills isn't even enough. Cities: Skylines makes it very easy to add a custom model to the game without needing any programming skills. Before the road editor we only had Network Extensions adding new roads, because it needed programming to work. With the editor that's no longer needed, meaning more of our creators can add roads. But just like making a building it isn't something everyone gets into.

If you really want to make roads, then give 3D modelling a try. I had never done a 3D model in my life before I started making stuff for Cities: Skylines. The tools are all out there available for free (Blender for modelling, GIMP for texturing). It's a lot of work and you'll need some patience and stubborness, but if you stick with it you can get there. At the moment roads is a tough place to start as there aren't really any guides yet. That will change with time, but for now the creators working in the road editor are still learning it themselves. ;)
 
This is the same if you want to make a new building. If you want to change trees and props on a building that already exists in the game, you can do that without any modelling skills. Roads work the same. But if you want something the requires a new model, you ofc need to provide that new model. Making mods and assets for a game isn't for everyone and for some games modelling skills isn't even enough. Cities: Skylines makes it very easy to add a custom model to the game without needing any programming skills. Before the road editor we only had Network Extensions adding new roads, because it needed programming to work. With the editor that's no longer needed, meaning more of our creators can add roads. But just like making a building it isn't something everyone gets into.

If you really want to make roads, then give 3D modelling a try. I had never done a 3D model in my life before I started making stuff for Cities: Skylines. The tools are all out there available for free (Blender for modelling, GIMP for texturing). It's a lot of work and you'll need some patience and stubborness, but if you stick with it you can get there. At the moment roads is a tough place to start as there aren't really any guides yet. That will change with time, but for now the creators working in the road editor are still learning it themselves. ;)

If I don't want to use any custom models, just the regular in game models, but expand a road with 1 additional lane, will I still need to use custom models or can I somehow import the already existing road model? :)
 
This is the same if you want to make a new building. If you want to change trees and props on a building that already exists in the game, you can do that without any modelling skills. Roads work the same. But if you want something the requires a new model, you ofc need to provide that new model. Making mods and assets for a game isn't for everyone and for some games modelling skills isn't even enough. Cities: Skylines makes it very easy to add a custom model to the game without needing any programming skills. Before the road editor we only had Network Extensions adding new roads, because it needed programming to work. With the editor that's no longer needed, meaning more of our creators can add roads. But just like making a building it isn't something everyone gets into.

If you really want to make roads, then give 3D modelling a try. I had never done a 3D model in my life before I started making stuff for Cities: Skylines. The tools are all out there available for free (Blender for modelling, GIMP for texturing). It's a lot of work and you'll need some patience and stubborness, but if you stick with it you can get there. At the moment roads is a tough place to start as there aren't really any guides yet. That will change with time, but for now the creators working in the road editor are still learning it themselves. ;)
Ok, I realize it's difficult to manage templates, but I hope that we'll be able to have more possibilities for "normal players" in the future, and, anyway, we could have a few base templates for the game.
 
I am glad that we have the Road Modding available, but like many people, it is a bit beyond my current skill set.

I think some of us would have liked to have something simpler available.

I picture something like this, only much nicer looking. This is just a crude mock up to show what I am talking about. The area to the right of the red line is just my ramblings about what each thing is about, and would not appear in the editor (at least not as-is, some sort of help/descriptions may be included).

road editor2.png


As everything is entered, the graphical representation would be updated, showing you what it would look like in-game. This would be automatically generated. The editor would know what any given lane looks like, and would paste it in. It would generate a final composite texture to be used in-game.

There are probably many other options I am not thinking about, and I would not exclude them.

I am certain that this is possible. I am not certain that it is possible within a reasonable amount of effort on the part of the developers. I understand money doesn't magically appear, and they have a business to run. I would hope that it would be possible to do though.

Any thoughts? I'm sure there are things that could be improved on.
 
i have not tested it since it has some errors on high sierra on my mac - but basically select amount of lines, directions, speed, type of lane (bus, parking, normal) and trees etc. would be enough. just simple as that for normal users...

but if it's more complex, maybe there are some most wanted standard configuration (1-12 lanes, with nearly every combination of trees, lane types etc.) already in the workshop for us?
 
@Fox_NS_CAN I totally get the desire to have something like this, but it requires the game to generate both textures and meshes as you change things. This is really complex stuff (just think about how bad the game is at generating LOD models for anything but simple cube shapes). Ofc it can be done, but I imagine it's a lot of work and it probably also requires the programmers to have some knowledge of how 3D modelling works (which they might not have). It could very easily be so much work that it simply isn't worth it. Plus in some ways it might be good that it isn't that accessable. Roads are something that can very easily break your savegame. All it takes is someone deleting the road assets or updating it with a slightly different name and your city using that road is dead and gone. Now you have mostly experienced asset creators making roads, who know how this works and know to be careful.
 
Ofc it can be done, but I imagine it's a lot of work and it probably also requires the programmers to have some knowledge of how 3D modelling works (which they might not have). It could very easily be so much work that it simply isn't worth it.

I did say that in my post.

I am not certain that it is possible within a reasonable amount of effort on the part of the developers. I understand money doesn't magically appear, and they have a business to run.

Roads are something that can very easily break your savegame. All it takes is someone deleting the road assets or updating it with a slightly different name and your city using that road is dead and gone.

All of the component assets already exist on each person's computer (with some DLC requirements for some assets). There are only so many combinations (yeah, it would still be a lot, but nothing a computer can't handle) in the way I suggested it, so giving each possibility an identifying number would be easy enough. So it would be simple enough to keep a local copy. While I think skipping the workshop altogether would be unwise, copy-paste the number and have your own locally generated copy of it. Doesn't matter what anyone else does. Could maybe even add the IDs to saved games that use them, so if a save game is passed on, the receiver could auto-generate it as well. Maybe that's harder than I think, I don't know. The textures for each road type already exist, just paste the slices together.
 
They had a similar tool in CiM2. It was located in the map editor. You could choose any type of street, highway, or any other type of road that was in the game. You could decide how many lanes you wanted, whether or not to have bus lanes, sidewalks, or parking. It wasn't available in game and you couldn't save the roads for use in game but it would be nice to have something similar for this game in the asset editor. Here's some screenshots:

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Sounds like it does pretty much everything I would want, aside from saving it. That would be a minor (but important) addition.
 
I would like to create crossroads same with the road editor, to make combined traffic lights and traffic lights only with give way signs and so on to see the arrows on the traffic lights and for trams and busses
 
i would be very happy if there is a "road pack" where all important road variants are included:
lanes: 1+2, 2+1, 3+1, 3+2, 4+1, etc. (with and without bus/tram/parking/trees, etc.)
and of course the "normal" ones: 1+1, 2+2, 3+3, 4+4, 5+5, 6+6, 7+7, 8+8, etc.

many thank for such a link to the workshop - since i could not find such a mod there (maybe i was blind).
if not, maybe someone could do this (if it is not too time-heavy), i think many players could use this (just normal roads/highways will all important line variations; 1+1, 2+2, etc. are more important than the 1+2, 2+1 ones)

thank you!
 
the road editor is opening in the object editor right?
Yes, go to the asset editor, press "New", wait for loading, then go to "Roads". You can use all road templates you want, the actual made ones.

Well, after the last update/patch it seems we can use premade segments and nodes too! Good to know.

Happy new year!