With the addition of quays, we desperately need a tool to cover large chunks of land with concrete.

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Trase

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Been waiting for Quays since the release because I'm a sucker for industrial waterfronts. I could easily play a city builder dedicated to them even. So first of all, huge thanks for making them real, procedural and free! But quays are only half of the beauty of an industrial port. It just doesn't look right with grass/dirt covering the terrain and only official way to hide it is with roads and buildings which isn't very true to life.

uyugod.png


I reached this result by using a mod to remove streetlights from pedestrian walkways, and also remove restrictions on placement, then I spent more time than I can justify plastering this huge territory strip by strip, what a bore! And the result isn't even perfect! There's chunks of dirt here and there...

I don't think it would be very hard to make a brush that just changes the texture of the ground to asphalt or something similar. Pretty please? :oops:
 
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Apr 23, 2015
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hello mate. There is a small concrete brush set in the workshop. You can subscribe then and use them with the Road Anarchy [activated]
Despite the name though, they're assets that you have to plop down one by one, not 'brushes' as such. Better than what the op is using, but miles away from a proper, sand-tool like implementation.

Iirc, boformer said some time ago that true brushes like this are possible... How easy they'd be is another thing though, and he's a busy man as it is. Ofc CO could also do this, and in this case the dreaded spectre of increased system requirements shouldn't haunt them, either. :)

EDIT: While they're at it, they should add the marquée tool that can level rectangular tracts of land that I suggested ages ago on Reddit. It would come in very handy for raising rectangular 'platforms' out of the sea (or carving them out of land), which is needed for making ports that look like rl ones. You'd then no longer need to line their inner edges with roads or sink the outer edges tediously with the mouse; one click and you're done, there's your harbor island with perfect, razor-sharp edges! :eek:o_O:cool: EDIT2: A tick-box for auto-quays with these would probably lead to the Second Coming, so we better be careful there! :D
 
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owolow

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You're absolutely right. I'm totaly with you on this. I just suggest you a easier temporary solution about that :D Concrete means "pavement" texture we can change in map editor, and if "sand" ,"oil" and "ore" textures can be painted with a brush, why pavement texture can't be. Ofcourse it is posible. And it is needed. :)
 
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Hmm... Since some people have already changed their ore and oil textures for ones that look like farmland, I guess concrete might already be possible (if you're willing to give up a resource or the sand texture for it)? It's worth a try. Is it done with the new Theme Editor? I haven't had time to look at that yet, as I've been too busy irl to actually play the game for a long time.
 

muttonnoir

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Agree, really do need an easier way to infill "concrete". Also with the new click and drag castle wall option why not create a whole series? Hedges, brick walls, dry stone dykes, fences etc. Would save lots of tedious hours placing fiddly assets!
 
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CityCimmer

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One word: wait. ;)

I need to agree with you. There is more coming.

This update has "here is a taste of what is to come" written all over it.

I mean, the canals are freaking cool as all get go, but their "non activeness" has me thinking that CO did this purposely to get feedback on what we all would like to see them do. The rest of the assets that were released prior had some kind of activity to them. Look at the walkways / bike paths. Such a small item, yet they have people walking and riding bikes on them. A canal is basically a walkway, but on water. I think locks, boats and water traffic are soon to come.

I can't wait to see an active canal waterfront in an active downtown area with walkways, parks, bike paths and trams lining each side and seeing a large boat waiting to go through the locks. (droooooooooool)

This whole update seems like a "public beta test".
 
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muttonnoir

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Agree, the latest patch provides a good extension to the base game and is ripe for development. It will all come good in time. The game just keeps getting better and better
 
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I need to agree with you. There is more coming.

This update has "here is a taste of what is to come" written all over it.

I mean, the canals are freaking cool as all get go, but their "non activeness" has me thinking that CO did this purposely to get feedback on what we all would like to see them do. The rest of the assets that were released prior had some kind of activity to them. Look at the walkways / bike paths. Such a small item, yet they have people walking and riding bikes on them. A canal is basically a walkway, but on water. I think locks, boats and water traffic are soon to come.

I can't wait to see an active canal waterfront in an active downtown area with walkways, parks, bike paths and trams lining each side and seeing a large boat waiting to go through the locks. (droooooooooool)

This whole update seems like a "public beta test".
I actually meant that modders will likely run away with the new mechanic, now that they have it. Granted that it's probably harder to make new draggable items than static asset pieces, but all we really need is a few very good ones.

Not to say that you're necessarily wrong about CO's intentions, either. For one thing, if they'll add canal locks, they can have an achievement called 'Under Lock and Quay', which to me sounds like too great a temptation to persist in resisting for very long. :)
 
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Soduka

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Agree, the latest patch provides a good extension to the base game and is ripe for development. It will all come good in time. The game just keeps getting better and better

It adds another color for this City Painter, you're correct. Make the game deeper or extends the base game? No, it doesn't. Totally non-interactable.
 
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Old Joe

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Quays are awesome! but thats like to shave half of beard, quays should not be alone without beautifications around them.
If they are only against floods or whatever then this is nonsence! we want to flood to death eye-candy looking city not some pixel sore.

That pedestrian paths restriction around quays is just a nightmare! This alone make them just not worthy to spent time w/o heavy modding. As OP stated
 

jcitron

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I agree with the OP, Trase that we need better coverage for areas such as this. In another simulator I use, we have lots of textures of various sorts ranging from concrete, asphalt, ballast, dirt, etc., as well as various splines of other kinds like grasses, bushes, trees, and power lines. Railroad tracks (any kind) are a separate entity, though a spline type. It doesn't matter either if railroad tracks connect to subway or tram tracks. Tracks are tracks

The splines in Cities are a pain to use because they want to snap to each other. If there was a way to prevent this from happening, it would make placing close splines easier. Again, in the other program, we use the shift key to prevent parallel or other closely placed splines from attaching to each other so we can, for example, run a road up to another to create an intersection without needing a fixed-asset type of intersection to connect them. The same with various paths, power lines, fences, walls, and other spline assets. By holding the shift-key any one of these assets can be placed on or each other without conflict. The only restrictions are tracks cannot be attached to roads and vice versa, though that was a bug in the past which lead to some rather amusing results.

With this in mind, the pedestrian paths could then be easily placed on top of the Quay or wide roadways if needed, or even butted right next to them without them wanting to snap or attach to one another. This is the pain with running close railroad tracks too, which we sometimes need.

What I don't understand is why is it so difficult to add additional textures? Is it that there are a very minimal number of slots for this? I'm not a content creator and only ask because in other programs, adding a texture is only a matter of adding a specific kind of asset based on its type or category.

Would cloning one of the wide roads and changing the textures help? This would be easier then trying to lay thin strips, or are we limited to specific sizes/widths for these things.