Cities: Skylines

Cities: Skylines

188 ratings
File Size
0.052 MB
Aug 28, 2017 @ 4:57am
1 Change Note ( view )

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In 1 collection by Ronyx69
Don't make your assets too bright.
4 items
Allows replacing textures and meshes ingame in realtime for testing purposes.


d/a/c/i/n/s and mesh for buildings/props/vehicles(reimported mesh wheels won't spin)

d/a/c/n and mesh for trees (LODs update once camera is moved)

Imports files from the local asset import folder.
Textures are PNG just like normally, mesh must be OBJ format.

SHIFT + ALT + R to open UI

Thank you to:

Simon Royer for the UI and help.
boformer for the initial mesh replacement code and help.

Known issues:

LODs can't be replaced, except for trees, which are rendered realtime.
Wheels will not spin for replaced vehicle meshes.
Object must be placed at 0,0,0 before exporting OBJ. (In 3ds Max at least, also possibly X flipped?)
Textures which are shared because of Loading Screen Mod will all get replaced.
If you originally didn't import some textures (like A C I) and then use realtime to "replace" one of them, or only two of them, one of the channels might get inverted incorrectly, to fix it just import all textures of a type (so A C I or X Y(normal) S) (create solid black/white ones if you don't need some textures).

I can't test every possible scenario with every possible prefab type, so maybe something may import incorrectly.

Source Code:

Simtropolis (Assets/Mods)[]
Simtropolis (Tutorials/Scripts/Help)[]

Asset Requests[]

Donate (Ronyx)[]
Donate (Simon)[]
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savetheclocktower Aug 17 @ 12:30pm 
Like others, I couldn't get the Realtime UI to pop up, so I dug into the source code to see if I could fix it. Only then did I realize that this mod is designed to work within a game session, not in the asset editor .

I haven't tried to use it in a game session, but I assume it would work. I built my own version so I could enable it inside the asset editor. It's easy enough to do if you've made a mod before; on line 21 of the source code, just add conditions for LoadMode.NewAsset and LoadMode.LoadAsset. Once I did that, the key combo opened the UI inside the asset editor, and I could choose the building I was importing and hot-swap new maps onto it. I haven't been able to get OBJ files to hot-swap in the asset editor, but that doesn't surprise me.

If you do make these changes, you're on your own. Please don't bug Ronyx or Simon about it. I won't be of any help either; other than the one line I changed, I know nothing about this mod.
MobiusOne May 23 @ 10:44am 
I've the same problem* unfortunately. I disabled all assets and mods except for this and i can't the UI to open.
shy egirl donate4 feet pics May 20 @ 4:02pm 
havin same problem as capitan poof has!!!
Captain Toof May 16 @ 1:50am 
No UI on shortcut. What to do then?
dasaqui Dec 7, 2020 @ 11:19am 
There is a problem in linux, maybe with paths, linux uses normal slashes while windows uses backslashes to separete folders... so i can't use the mod in my linux computer
Tysk Mar 5, 2020 @ 12:17pm 
Timesafer <3
Naylin Sep 20, 2019 @ 7:53pm 
This is totally AWESOME!!! I was getting SOOOOOO sick of recreating my asset, quitting the game, opening the game, loading my save and checking it out just to not like it and start the whole process all over! THEN, I came across this!
Pewex Apr 24, 2019 @ 5:52pm 
Hi ronyx, you've said here that updating meshes only works with the .obj format. Is this also the case for updating textures; i.e. does the mesh have to be in .obj format to allow for changes to the texture .pngs? I've imported .fbx files and the textures don't seem to update in real time.
Dutchmountain Sep 22, 2018 @ 9:39am 
Brilliant mod, it makes asset texture testing so much easier.
Ronyx69  [author] Jun 28, 2018 @ 5:36am 
@Yooks No, it would be an insane amount of research and work for not much gain.

The normal maps are compressed to absolute trash in this game, especially when combined with specularity. Not only is it compressing the normal map (which is not recommended) it actually puts it in the same image as the specular map, so both channels of the normal map, and the specular map affect each other via compression artifacts.