Cities: Skylines

Cities: Skylines

Decal Prop Fix (deprecated)
 This topic has been pinned, so it's probably important
boformer  [developer] Sep 21, 2016 @ 11:09am
Tutorial for Decal Creators
Update: We recently found a way to make large/small decals work without Decal Prop Fix

If you want to make a new decal, please use the new script that removes the need for this mod :)

Instructions for large (or really small) decals without Decal Prop Fix (recommended)

Follow the instructions from https://cslmodding.info/mod/decal-prop-fix/

But instead of the script linked in the "Scripts" section, use this script: https://gist.github.com/boformer/624eef5ffc8686cb5f12377f1be855f9

(It's exactly the same, but has 2 extra lines at the end that enable the game to save the decal size and tiling in the .crp file)

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Original Instructions (this will require Decal Prop Fix, no longer recommended):


Install ModTools

Import your decal prop in the asset editor. You can use this box mesh[www.dropbox.com] as a template (example textures included). Scale the fbx box mesh if you want a different size than 8x8m.

In the asset editor after importing your prop, open the ModTools console with F7. In the command line in the bottom of the console, paste the decal conversion script[gist.github.com]

Before you press the "Run" button, edit the values of the script:

In line 2, specify the size of the decal (e.g. (16,4,16,0) for a 16x16m decal). The second parameter (4) is the max height of the decal, which is important for steep terrain. The entered size must match the x,y,z size of your mesh!

In line 5, change the tiling of the decal (e.g. (3,0,3,0) for 3 texture repetitions in both directions).

Options: In line 50, change the priority of the asset in the prop menu.

Now press the "Run" button. Your box prop will be converted into a decal. You will see success messages in the console.

Do not touch the colour variations, do not try to change the colours! The script saves the extra data in the colour variation fields!

Now save your prop

List the mod as a dependency when you upload to the workshop!
Last edited by boformer; Feb 16, 2022 @ 10:43am
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Showing 1-15 of 15 comments
MarkFire Oct 13, 2016 @ 3:23pm 
Last edited by MarkFire; Oct 13, 2016 @ 3:24pm
boformer  [developer] Oct 13, 2016 @ 6:47pm 
No idea. Die you follow the instructions? Scale the Mesh in Blender? Is the mod enabled?
Beardmonkey Nov 24, 2016 @ 4:00am 
Nice work! I'm curious as how the max height value effect the decal in game. Could you elaborate? Another thing I've noticed is the order decals are placed on the ground. Am I correct to assume that they are sorted in alphabetical order?
Ronyx69 Nov 30, 2016 @ 4:47am 
@Beardmonkey Sorry for the late reply, wasn't subscribed to the discussion. The height value is explained in my big decals video tutorial, it simply says what's the biggest difference in height the decal can handle, it will fade out if the slope is steeper.

About the layer sorting, no idea, but changing the rendering distance seems to affect the order, but also the order is inconsistent, the decals may change their order when you move the camera around, which is a big problem if you want to make an asphalt decal and put markings and puddles on top of it, idk how to fix it but would want to.
Madgemade Dec 18, 2016 @ 4:02am 
As of the last update changes have been made to the asset importer and your scripts don't seem to work anymore. I had used the simple shader changing script on github before but that doesn't work now either.
Once the script has been run the colour of the texture changes (it is imported the wrong colour) so the script is doing something but props do not change to decals anymore.
It is almost certainly caused by the strange template option they have added. I can get decals by using a road arrows as a templete but the texturing is messed up and the decal is tiny. I would assume that the devs have changed a method somewhere or something
Ronyx69 Dec 18, 2016 @ 4:11am 
Originally posted by Madgemade:
...
Works exactly as it should work. Tested it just now, used the electricity box template.
Madgemade Dec 18, 2016 @ 9:24am 
In the end I found that Pasting the script into the run box of Modtools works, but not running the cs script in modtools. So I can confirm this works fine as you say.
Quantum Jack Man May 30, 2017 @ 12:33pm 
Im not getting an option to paste the script. I press F7 and the debug menu comes up but without an area for typing. Mod tools IS enabled if that has anything to do with it.
Madgemade May 30, 2017 @ 1:41pm 
@JackATac there should be a box at the bottom of the debug window where you can type and paste. If it's not there then modtools isn't working correctly.
boformer  [developer] May 30, 2017 @ 4:04pm 
Quantum Jack Man May 30, 2017 @ 6:27pm 
Ill try again later and let you know if it fixed itself.
IneffaWolf Feb 15, 2022 @ 3:42pm 
I can't figure out why, but when I use this script it always flips my decal upside down?
boformer  [developer] Feb 16, 2022 @ 10:42am 
what do you mean by upside down? decals are flat on the ground, so they don't have an up and down direction?
IneffaWolf Feb 17, 2022 @ 8:42am 
Whenever I would go to place the decal it would be facing the wrong way. I have seen a few decals that don't work nicely with BOB and have to be manually rotated because they have been placed at a 180° angle by default ("upside down").

However this one doesn't seem to also have the BOB issue as I worried, just whenever it's selected in Find It, it seems to be rotated 180° by default before placing it, but that is easily rectified.

TL;DR: There's no functional error and the small problem is fixed easily. I was just overly worried that it was a bug like others I've seen.

Thanks for making such a useful script!
boformer  [developer] Feb 18, 2022 @ 5:37pm 
I think you can rotate the decal by holding the right mouse button, or right click to rotate by 45deg
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