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The only game I know that was working on procedural building that would fit the road shape was an indie project over 10 years ago, that unfortunately stopped giving any sign of life a long time ago too.
I think SC13 had lots that would adapt to the road shape, but I don't remember if the buildings did too.
I don't see why we can't create our own asset models that fit the odd angels once the asset editor is available
The game doesn't allow zoning odd angles, only straight lines.
come with ideas to decrease workload for them, not increase.
Everything is harder to do than it looks.
The question isn't how hard it is, but how far you are ready to go to make it work.
And it can work, since it has already been done.
Also, next you will tell me that the ability to paint plaza, parcs and other grounds textures is too hard to do? Evern thou city life was already doing it in 2008?
What project you talking?
The project was in a very early stage when it stopped, the main focus was on transportation networks, crossings logic, procedural buildings, and multifunction zoning.
But everything in the screenshots and video was still in greybox or with very simplistic renders.
Sad. 2023 has been a huge disappointment for gaming.
You create a spline boundary tool filler, like we already have in cs2, which can be snapped to other existing boundaries, and roadsides.
Within these Spline boundaries, you're allowed to fully customised the internal area with 1x1 zoning squares, (no different to what we have) which you can fully adjust the size of, but also allowing you to freely rotate them, without being forced to snap against a road.
You could have added features such as placing smaller roads the size of paths, that can be curved, allowing you to place Driveways beside/infront or behind Zoned areas. You could add individual parking spaces which could be snapped to said smaller roads, but allowing you to rotate them 90 degrees, to make a mini carparking area, if you so wished.
Its super easy, your just placing down different sized, shaped zones that are freeform or snappable, that would allow you Creative freedom, way beyond what we have in cs1 and 2.
I mean, you could even add in more features such as an asset selector where you can plop down objects, like swimming pools, decking, sitting areas, play areas etc, to foliage to fill in the gaps between buildings.
Could even add opportunity for modders, to make building extension assets, that snap beside zoned squares, of which the building can be made to look different, or shaped differently.
I mean, 1 crazy thought. Maybe you could export/import copy/paste Spline boundary plots, that contain all the creative layouts for all of the above, so you can have all the creative freedom and user friendliness of quickly creating residential/ commercial and industrial areas.
Its actually a very easy thing to achieve, but the problem with this entire thread, and CS2 in general, is that this all lacks "innovation". Theres no Game developer in colossal who was even bothered to expand out and think about how the game could be made better. Instead we have curved roads with 6 deep zoneable plots, which we cant even fully control, inside a grid, and is such a hair pulling experience. As the Op stated, your left with giant Gaps between zoned buildings plots, and looks very undesirable too the eye.