Cities: Skylines

Cities: Skylines

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Pedestrian Path #02
   
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Assets: Road, Park Area
File Size
Posted
Updated
10.905 MB
Dec 14, 2020 @ 12:32am
Jan 8, 2023 @ 4:51am
5 Change Notes ( view )
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Pedestrian Path #02

In 1 collection by clus
Clus´s networks
115 items
Description
Pedestrian Path #02




Prolog

Hello all together !

So ... here are the pedestrian pathways, which are finally finished !
Greta would love them ! ;) Its another "recycling - project. :D

These pathways uses the same textures, which I already used for the retaining walls, plus
one new additional set of textures. Therefore they´re very lightweight, if you use
the Loading Screen Mod, what you definitely should ! ;)

Its about 4 MB per Path with LSM, and of course, 4 MB for all 3 !

I´ve decided to separte them into different uploads, to give you the abilitiy
to take what you want.

Different version (2m) --> https://steamcommunity.com/sharedfiles/filedetails/?id=2320349745
Different version (8m) --> https://steamcommunity.com/sharedfiles/filedetails/?id=2320350768

About the Path(s)

  • all elevations (except for the 2m version (no tunnels)
  • every set comes devided into two parts



  • Part I = ground version only (behaves and looks like park life path)



  • Part II = the rest, elvated/bridge and tunnel version (all elevations shown below)



  • Path#01 - 2 meter in width
  • Path#02 - 4 meter in width
  • Path#01 - 8 meter in width


  • elevated version with a low fence
  • bridge version with a higher chainlink fence
  • slope with grass on top

main mesh
lod mesh
grd segment
348 tris
12 tris
grd node
198 tris
16 tris
grd end node
88 tris
6 tris

main mesh
lod mesh
elvtd segment
1088 tris
148 tris
elvtd node
1024 tris
100 tris
grd transition node
378 tris
48 tris

main mesh
lod mesh
brdg segment
1492 tris
204 tris
brdg node
1200 tris
104 tris
grd transition node
378 tris
48 tris

main mesh
lod mesh
slope segment
588 tris
107 tris
on grd node
188 tris
16 tris
tunnel node
312 tris
72 tris

as reference: normal vanilla pedestrian bridge 2026 tris / 64 tris



Dependencies

  • Highway Prop pack - seeling light for the tunnels

Issues / Walkarrounds

  • in order to connect the elevated versions gapless to the ground versions, I had to make
    some design choices
  • that means, when connecting the ground versions to "normal vanilla paths", the
    connection/node might not look that nice (example below)



  • move it might be needed to ajust the position of the pillars
  • plus connecting the elevated versions to vanilla park life parts may also result in a
    "gap/ugly connection"

    Thats nothing that can be changed. Sadly, this is how the game works in some cases.


Suggestions

As always ;)

Loading Screen Mod - by thale5

https://steamcommunity.com/sharedfiles/filedetails/?id=667342976


Forgotten thoughts

I´ll add them when they are back ... ;)


Epilog

If you like this addition to the workshop... and you want more, you could give it a thumbs up. :)
That would be very much appreciated !!! :)

For further questions and comments use the comment function below the asset.

If you find issues, mistakes etc. feel free to comment them as well ...

And if you want to buy me a cup of coffee to keep me awake during the long night shifts
you can do that here ...cup of coffee...[paypal.me] only if you want of course. ;)
All assets are for free and will stay for free. :)


Plus, suggestions for other road types or whatever, are always welcome ! :)



Wíth best regards ... :)
< >
15 Comments
Carlosluka´s Dec 29, 2020 @ 9:41am 
Oh Thank you so much, is a very interesting tools!!!
clus  [author] Dec 21, 2020 @ 12:52am 
Thanks again guys ! :)
@sushileaf The texture is part of the theme sct - homecoming.
@Desert Ghost You need "fine road tools" to change the elevated segment into a bridge segment. Thats it ;)
sushileafbeats Dec 20, 2020 @ 3:47pm 
Love these paths, but also wondering what overall concrete texture theme you're using in the screenshots?
Carlosluka´s Dec 20, 2020 @ 7:56am 
Hi!, How can I chance que fence or type floor? I only have the low fence. Thank you, this mods are perfect to personalize your city.
captainbuddy Dec 19, 2020 @ 7:42am 
These are really nice. I've just started building with them, all versions, and think they are a great addition to CS. Top Shelf!
Lost Nomad Dec 17, 2020 @ 2:14am 
Yes it works some way, but you're being too modest, I'd say it works great way. I love the paths, I've been looking for a narrow path for some time.

I was just giving you a heads up, if you can fix that cool, it not, also cool.
clus  [author] Dec 16, 2020 @ 10:51pm 
@streeto haha... And thx ! ;)
@Lost Nomad ... at least It works some way... ;)
@thePhoenician thx ! ;) regarding the "glitchyness" ...they are not perfect, but that isn t possible ... connecting them to different other pathways doesn't look that good in all cases. But at least the 2m ground version doesn't sink into the ground. At least not at my end... Thats why I did go for the Park Life pathways instead of the base game paths.
@MK Thank you ! :)
[MK団] - 悼文吟詠人 ! Dec 16, 2020 @ 3:00am 
I just try it on my game , it's work and looks great , thanks :)
thePhoenician Dec 15, 2020 @ 4:04pm 
I was just wishing for some better paths on the workshop for my new Pripyat series and here you are back at it again. They look great and unlike pretty much every other path on the workshop, they're glitch-free! Thanks again
Lost Nomad Dec 15, 2020 @ 3:31am 
I had an existing footbridge which had been moved closer to the road using Move It, which I converted to your 2m version, and it set everything to ground elevation, and invisible. After deleting it, I rebuilt the footbridge using your 2m path and everything was fine constructing it on normal snap locations by the side of the road.
I tried on another footbridge that had also been moved closer to the road, converting it using a vanilla path with no problems, but again had the same problem with your 2m path.
But there is no problem moving your path footbridges closer to the road after they have been built in the normal location.