Very cool. I live just an hour away but have never visited, but now I can at least do a digital trip in Cities Skylines.
Thx,... juniors?
Oh hehe, no im not from brookyln. Well maybe I can model it as a 2x4, the original building is bigger than I want my buildings to be^^.
I haven't used it before though I was planning on it, so I could put these objects in the cemetery category in game. Could you tell me where to find those settings? It's a bit..uh, overwhelming..for a rube like me.Do you use ModTools? There are 2 settings in there which might help you out: m_fixedHeight and m_flattenTerrain. With both of those off the building should follow the terrain. At least I had success with my growable strip mine.
what happens if you have each grave stone floating 0.05m above 0? will they all conform to the ground but all be that height above the ground or will they remain at the static height and not follow the ground? The ruining only happens because the model intersects the ground plane so if the graves aren't touching the ground they won't make the ruining patch
you might even get away with a smaller gap (if there is noticable shadow under the grave) maybe try 0.001 and see if that still counts as intersecting the ground (it shouldn't and it'll look virtually like it's sitting on the ground)Woooonderful! That did the trick. Now I'm in business and the assets should be online soon. What a great tip to remember in the future.
I played around with it on some other cemeteries and it appeared that 0.05m was in fact the limit, even going as high as 0.04 still created the ruining. But that's fine enough for me, some of the graves occasionally get a crack of light beneath them but it isn't very noticeable at all if you aren't staring and waiting for it.you might even get away with a smaller gap (if there is noticable shadow under the grave) maybe try 0.001 and see if that still counts as intersecting the ground (it shouldn't and it'll look virtually like it's sitting on the ground)
Working on my Network Skins Mod. Module 2 is almost ready for release:
Here is the Road Map:
DONE | HIGH-PRIORITY | LOW-PRIORITY
Module 0: User Interface
Module 1: Pillars
- Static GUI for pillar selection (done)
- Dynamic context-sensitive GUI (done)
- One-click presets saved by the player
Module 2: Props and trees
- Replace pillars of elevated transport networks (done)
- Replace pillars of bridge transport networks (done)
- Replace pillars of power lines (depends on Module 4)
Module 3: Segment textures (e.g. cobblestone roads)
- Experimental Feasibility Study (done)
- Serialization System (almost done)
- Select tree type of decorated roads (done)
- Select street lights (done)
- Option to disable decals (direction arrows)
- Select other props
Module 4: Segment meshes (e.g. custom bridges)
I guess.- When you select 'none' for trees on roads with trees, do you still get the reduction in noise pollution?
That's a goal of this mod. Any prop can be used as a street light in theory. The only problem is that it is not possible to add light effects to them. I'm planning to create a mod for that as well. It will work like the sub-buildings enabler: When the mod is disabled, the light effects of the props will disappear.- Is it possible to create new street lights? I seem to recall earlier on you said you were having trouble with that. Really hoping it's possible![]()