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BadPeanut

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98% finished! Will be uploading within the next 24 hours! YAY
Haven't decided what to call it yet haha
y7PhV63.jpg

8P5n9p7.jpg
 
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JRSly

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I think I might have, hopefully, just one more question and I'll be set to finish up my cemeteries. I'd like some help changing the categories. Unfortunately, the mod that gives you a nice clean drop down menu to choose the category in the Asset Editor is still broken, so I've been trying to use Mod Tools. I've used this tutorial, and I think I've followed it to a T but I'm not having success. I looked at some other cemetery mods to check how they were named and categorized and, or so I thought, copied exactly what I was seeing. But so far, I either end up dumping all of my custom assets into the Cemetery category or just break the asset beyond recovery. If I break it, it won't appear in game and when I load it in the Asset Editor it loads nothing, Mod Tools throws up a lot of red text-beginning with an error about an invalid class, even though I've copied exactly what was seen in the other working custom assets.

And when I try to change the parameters back to how they were before I fiddled with things I no longer am able to. The same items aren't available to be expanded and modified. That tutorial was from last spring, could anything have changed to make the process a bit different? Or, more likely, am I the root of all this trouble?
 
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boformer

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I think I might have, hopefully, just one more question and I'll be set to finish up my cemeteries. I'd like some help changing the categories. Unfortunately, the mod that gives you a nice clean drop down menu to choose the category in the Asset Editor is still broken, so I've been trying to use Mod Tools. I've used this tutorial, and I think I've followed it to a T but I'm not having success. I looked at some other cemetery mods to check how they were named and categorized and, or so I thought, copied exactly what I was seeing. But so far, I either end up dumping all of my custom assets into the Cemetery category or just break the asset beyond recovery. If I break it, it won't appear in game and when I load it in the Asset Editor it loads nothing, Mod Tools throws up a lot of red text-beginning with an error about an invalid class, even though I've copied exactly what was seen in the other working custom assets.

And when I try to change the parameters back to how they were before I fiddled with things I no longer am able to. The same items aren't available to be expanded and modified. That tutorial was from last spring, could anything have changed to make the process a bit different? Or, more likely, am I the root of all this trouble?
After changing m_class, restart the game. Alternatively, copy/paste the whole m_class section from a different prefab.
 

Steve B.

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JRSly

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Okay, I lied, another question. I'm getting oh so close, one way or another, to finishing. My last issue was with the re-categorizing, so my new bright idea to make it easier was to use a custom cemetery as a base and hoped that the trick of floating the graves slightly would make it form to the terrain. And success! But then I discovered that it appeared as if I could not overcome the "no road access" problem once I changed it to be placed anywhere on the ground. Every stat on the cemetery is zero'd out, but it doesn't seem to make a difference. :/ I don't believe I have any custom buildings, like a school or hospital or whatever, that can be plopped anywhere, are parks the only type of building that can avoid the no road access issue? Or am I missing something I can tweak?

So it looks like this might've been a big runaround just to end up where I was way back when, and I'll just make them as parks after all. Not a huge deal since they won't be functioning, but it would be nice to have them easy to find with the similar structures.
 

BadPeanut

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Okay, I lied, another question. I'm getting oh so close, one way or another, to finishing. My last issue was with the re-categorizing, so my new bright idea to make it easier was to use a custom cemetery as a base and hoped that the trick of floating the graves slightly would make it form to the terrain. And success! But then I discovered that it appeared as if I could not overcome the "no road access" problem once I changed it to be placed anywhere on the ground. Every stat on the cemetery is zero'd out, but it doesn't seem to make a difference. :/ I don't believe I have any custom buildings, like a school or hospital or whatever, that can be plopped anywhere, are parks the only type of building that can avoid the no road access issue? Or am I missing something I can tweak?

So it looks like this might've been a big runaround just to end up where I was way back when, and I'll just make them as parks after all. Not a huge deal since they won't be functioning, but it would be nice to have them easy to find with the similar structures.
ok get one of the AI changer mods from steam and choose a cemetery template, load all your models as usual and then inside the editor you'll see the mod adds an AI changer, change from cemetery AI (or whatever it is by default) to either DummyBuildingAI or even playerbuildingAI
 

rik4000

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I've recently started working on a new project...UK Bungalow's

No release date for any of the buildings (only 2 so far) just yet but here's a little taster screenshot.

XbD6faa.jpg


Cheers :)
 
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JRSly

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ok get one of the AI changer mods from steam and choose a cemetery template, load all your models as usual and then inside the editor you'll see the mod adds an AI changer, change from cemetery AI (or whatever it is by default) to either DummyBuildingAI or even playerbuildingAI
Thank you, thank you, thank you...things are back on track. How wonderful to get into modding at this time when a lot of these fiddly issues have been solved by the community. Thanks to everyone for putting up with my incessant newbie questions. Now it's just the tedious task of pumping out the few dozen assets and making sure everything is grouped and labeled well.
 

ToneEnthrall

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Hello! I've started to work on my first assets for the game so I'd love to get any advice and criticism and opinions from you more experienced folks. For the last couple weeks I've been making a set of cemetery assets allowing players to plop together unique, sprawling cemeteries that can be landscaped and have pedestrian paths and in general really feel like a personal touch in your city.

3lmQau5.jpg

Really loving your work on these so far, do you have a rough ETA for when you can expect to have them completed and ready for the workshop? Thanks!
 
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JRSly

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Really loving your work on these so far, do you have a rough ETA for when you can expect to have them completed and ready for the workshop? Thanks!
Thanks, they are almost done. I'd kinda like to grow everything up at once and make a collection immediately to easily group everything. The modern cemeteries and veteran cemeteries are all done. I've made the old cemetery 3d models and need to make assets and labels for them. And then I need to tweak the individual grave props so their color matches better with the cemeteries, since I've adjusted the textures a bit in the last month. Hopefully have everything online by the end of the week. But if I run into any snags by then, I'll upload what I have competed to the workshop. Just to make some progress. I'm ready to be done and move on to the next project.
 
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Ryno917

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Spent a couple hours working these up. Loosely based on the light pylons at the LAX airport :)

Untitled-1.jpg


Going to tweak the colour variations so they're not so oversaturated, and then barring any other comments they should be ready for release.
 
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Shroomblaze

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Spent a couple hours working these up. Loosely based on the light pylons at the LAX airport :)

Going to tweak the colour variations so they're not so oversaturated, and then barring any other comments they should be ready for release.

I personally have found that turning down the illumination on neon works well too for assets like these. If you have it way turned up then the neon lights are very obvious in the middle of the day, having it be lower still gives a nice glow at night and will not be completely over powering during the day.
 
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