Cities: Skylines

Cities: Skylines

815 ratings
Basic Slope Profiles
Assets: Road
File Size
1.613 MB
Mar 5, 2019 @ 11:00am
Apr 1, 2019 @ 7:46am
4 Change Notes ( view )

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Basic Slope Profiles

20 assymetrical theme networks to create decorative surfaces at low cost. (80kb and 190tri avg)

! -> Fence network (end of Fence menu) ! - Plop anywhere (water friendly but can flood) ! -> Theme grass and pavement texture ! - Low poly (180 to 200 tris per segment) ! -> LOD models (16 to 20 tri each) remain theme grass ! - Upgradable and Reversible (anarchy ready) ! -> Versatile (be creative!)
About these 80kb assets

I created this pack based on concepts made with my friend Jarda because I needed them in game to create my builds. Slopes are very simple but effective helper assets...Surface fillers. They mimic real world way of making roadside embankments, ditches and general profiling around infrastructures... I know because I worked on excavators 8 months/y for the last 10 years! I tested many different mesh and these were the best compromizes I could get (nothing's ever perfect with this game you know). But using big decals and vegetation, you can make pretty good looking things with this.

Find it mod keyword: profile -> will list all profile assets (unsorted, sadly)
More keywords below.
Assets will appear in the Fence menu, under Lanscaping tools if you own Parklife or Industries DLC.

Basic Slope profiles => civil engineering inspired mesh - PAVED (pavement) - SMALL (grass with top part) - MEDIUM (grass with top part) - LARGE (grass with top part) - DIRECT (grass) - GRADE (grass, flat at nodes like roads) (actual menu order) Total : 20 theme networks included POTENTIAL LOD ISSUE CAUSED BY LOADING SCREEN MOD SHARE MATERIAL (2nd option) If you're having issues with white LOD's or broken LOD textures, try disabling Loading Screen Mod 2nd Sharing option : Share Materials. That will still share textures and mesh, won't affect your RAM and will fix broken LOD's on next load and forever!


Basic Slope Profiles are, basic... They make some very linear design that works well with road design but less with nature way of designing... So the Natural Slope Profiles suit better for natural and unmanned environments. NATURAL SLOPE PROFILES =>


Making these packs turned out to be more work but also much more fun than I expected. Please consider a small donation to any real dedicated asset maker, and consider these asset as my due contribution to this great community. If you read this far anyways, thanks for helping keep the community moving forward!

To Arnold J. Rimmer, for the theme used in some of these screenshots. Thanks Quboid for making Move it tool a little better everyday, and for all the help and input with these assets, along with Sebnichols, Tim The Terrible and Rimmer
To all the great minds behind the community that makes realism a thing possible, thank you
Screenshots credits to Leader Of The Monkeys, Not Done Yet, Static and astronaut24
Popular Discussions View All (2)
May 2 @ 10:57pm
Tips and tricks
Mar 12, 2019 @ 7:25am
Frequently Asked Questions
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clus Oct 13, 2020 @ 7:28am 
Thank you again ! :) Regarding your idea with base meshes ... fun fact, I started exactly something like that a year ago, but did not follow the idea any further ... therfore the old roads will stay the way they are now, because I´ve already finished revising them ... but maybe some new versions will come with that design.
Deeheks  [author] Oct 12, 2020 @ 6:18am 
Correct mate, lod materials (same for main materials) are shared with other assets made of the exact same png's. No sorcery involved (for once!) ^^ Enjoy!
clus Oct 10, 2020 @ 11:30pm 
Hey. Thanks for the quick response ! :) So .... that's all ?! I was a bit confused, because Idk almost anything about unity and thale5's explanation is a bit vague ... ;) I am doing exactly what you've explained... But it then seems to me, as if it is almost the same as with the main textures. In short ... unity creates the materials for the meshes during the import and then saves them with a specific "hash", so that LSM is able to detect this hash in order to put only one version of these materials in to the lod- texture atlas ? OMG... I've tried so many things... assigning different textures to one material (which was hardest part, because it is so "unusual" at least to me), exporting with layered materials/uv maps etc ... all that took a lot of time ... And in the end its just as simple as using the same texture. Wow.
Deeheks  [author] Oct 10, 2020 @ 1:05pm 
clus, it is as simple as using the exact same files. Game will recognize that it's the same material if all textures used are the same (not the name, but the png itself) if all the _lod.png are the same, they will share materials
Thanks for optimizing your roads. An secret advise before you do so, you can achieve best results by making use of the bridge shader for roads. Using it on ground roads is very possible and will enable you to have a normal map and bypass the "evel misplaced dark shadow" when lowering terrain underneath.. For the grass edge transition, I use a separate mesh which is using the basic shader and uses the same editor rules (so that both display at once) -> seamless results, and the "skirt mesh" can be reused / shared amongst same size roads!
clus Oct 10, 2020 @ 5:02am 
@ Deeheks Hey ! I´ve got a question about the "material sharing" - option for lods via loading screen mod. After reading through your comments, It seems to me as if you´ve prepared these assets to make use of this function.I am updating all my roads atm and I might have some questions regarding this. I´d be grat if you´d reach out to me, via pm or just here in your comment section. Thanks in advance ! :)
228958201 Sep 25, 2020 @ 7:40pm 
It’s too hard to read the rule for a chinese student,I need chinese.
pixelfoundry May 31, 2020 @ 10:28pm 
Humm... I have not Parklife and Industries. I'll try to find them with this mod "Find it"
Deeheks  [author] May 31, 2020 @ 3:30pm 
Assets will appear in the Fence menu, under Lanscaping tools if you own Parklife or Industries DLC. Try using Find it mod. (a search function that will come up with any installed asset by looking at description and title for keywords)
pixelfoundry May 31, 2020 @ 2:01pm 
Simply don't find them in the menus :/
Deeheks  [author] Apr 20, 2020 @ 7:00am 
Sadly, offsetting a segment isn't possible within editor. It requires the actual 3D mesh to be modified (moving its origin latterally, aka pivot point)
This means more than 10 minutes ofc, but I'm glad you gave Editor a go and tried for yourself. Kudos for that!

Now, to dump the asset, import it to Blender, change the origin, export as FBX and import back into game requires more knowledge and effort than editor properties switching. Join Creator's Discord for help, or to contact me for training. I'll be happy to help but since I'm not particulary interested in the variant you're looking for, I won't be doing it, sorry.