Cities: Skylines

Cities: Skylines

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0.052 MB
Aug 28, 2017 @ 4:57am
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In 1 collection by Ronyx69
Don't make your assets too bright.
4 items
Description
Allows replacing textures and meshes ingame in realtime for testing purposes.

FOR ASSET CREATORS

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.

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


Source Code:
https://gist.github.com/ronyx69/280e5695b3caeac7ef8b356cc36e0a7c


Twitch[twitch.tv]
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Simtropolis (Assets/Mods)[community.simtropolis.com]
Simtropolis (Tutorials/Scripts/Help)[community.simtropolis.com]

Asset Requests[docs.google.com]

My Discord[discord.gg]

Donate (Ronyx)[paypal.me]
Donate (Simon)[www.paypal.com]


http://cslmodding.info
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26 Comments
Naylin Sep 20 @ 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 @ 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.
yooks Jun 28, 2018 @ 5:32am 
Thank you for this mod, it really helps out a lot when testing textures.
However I was wondering if there is any chance to actually save the changes into the crp file?

I am trying to get create some low poly models with normal maps and it's proving to be impossible to do this properly due to texture compression that just mangles the maps to shreds. I've tried applying dozens of different types of dithering in different quantities, but nothing really helps. The normals look great when replaced in realtime with this mod, but the moment i try to recreate the asset with the same textures they get heavily compressed. Looking around forums for ways to avoid compression didn't prove fruitful.

Any suggestions on how to accomplish this properly would be lifesavers.
Thank you in advance!
spinoza73 Jun 24, 2018 @ 8:24am 
Awesome time saver! A real must for every creators!
Arnold J. Rimmer, Bsc. Ssc. Feb 15, 2018 @ 8:59pm 
So awesome mod! Timesaver as hell! Btw. any chance to support networks? would be nice
targa Sep 29, 2017 @ 12:06am 
Thanks for this mode! Very useful when working with textures.
Ehd Sep 9, 2017 @ 8:53am 
really awesome i am sure it help a lot of asset s creators
MrMaison Sep 1, 2017 @ 10:39pm 
This is AWESOME!! It was annoying knowing I could not really see my assets until I get in game because it's different in the editor....now I can properly tweak my trees and other assets with correct in-game feedback. Thanks!