Cities: Skylines

Cities: Skylines

508 ratings
IDS Center
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File Size
Posted
Updated
17.140 MB
Sep 1, 2021 @ 7:56am
Sep 3, 2021 @ 6:16pm
6 Change Notes ( view )

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IDS Center

Description
Description
This is by far my biggest Cities: Skylines project totaling 562 hours and spanning nearly 9 months of work. I created it to be as accurate and true to the real building and put tons of time and effort into making it so. As well as the tower itself, this Workshop item also includes the connected buildings and a fully modelled Crystal Court and lobby. This Workshop item also includes 19 props. The weathering and grunge is exaggerated a bit, but I think most would rather a bit more texture and a little less blandness.

The IDS Center is a 241 meter tall tower and building complex completed in 1972 located in Minneapolis, Minnesota. This asset features Crystal Court before the recent renovation (which has just been completed) so it can live on forever in your cities. For more information about the building, check out its Wikipedia page.
https://en.wikipedia.org/wiki/IDS_Center

Asset Info
All items in this Workshop item are 1:1 scale

IDS Center
Unique Building (RICO)
Tris: 14 094/436
Textures: 2048x2048 a, d, i, n, s/256x256 a, d, i, s
Building size: 102m x 108m x 277m

RICO stats
Level 3 Office
360 workplaces
Construction cost $50 000

IDS Center Clip Brush
Tris: 12/12
Textures: 32x32 d/32x32 d
IDS Center Sub 1
Tris: 3162/N/A (Uses rotors shaders)
Textures: 256x256 a, d, n, s/N/A
IDS Center Sub 2
Tris: 402/N/A (Uses rotors shaders)
Textures: 128x128 a, d, n, s/N/A
IDS Center Sub 3
Tris: 224/N/A (Uses rotors shaders)
Textures: 128x256 a, d, s/N/A
IDS Center Sub 4
Tris: 7196/288
Textures: 256x256 a, d, n, s (shares, d, n, s with Sub 1)/128x128 a, d
IDS Center Sub 5
Tris: 10 536/416
Textures: 128x512 a, d/64x64 a, d
IDS Center Sub 6
Tris: 2102/10
Textures: 2048x2048 d, n, s (shares d, n, s with IDS Center without need for LSM)/256x256 d (shares d with IDS Center without need for LSM)
IDS Center Sub 7
Tris: 24/6
Textures: 256x256 a, d/32x32 d
This submesh is toggled by giving the building a custom name.

Props:

IDS Roof Prop
Tris: 612/52
Textures: 128x512 a, d (shares a, d with Sub 5)/64x64 a, d (shares a, d with Sub 5)
IDS Light Prop 1
Tris: 28/11
Textures: 128x64 a, d/32x32 d
Has custom light effect
IDS Light Prop 1A
Tris: 616/242
Textures: 128x64 a, d (shares a, d with Light Prop 1)/32x32 d (shares d with Light Prop 1)
Has custom light effect
IDS Bench Prop
Tris: 95/14
Textures: 128x512 a, d (shares a, d with Sub 5)/32x32 a
IDS Banners A
Tris: 75/19
Textures: 256x256 d, n, s/32x32 d
IDS Banners B
Tris: 15/5
Textures: 256x256 d, n, s (shares d, n, s with Banners A)/32x32 d (shares d with Banners A)
IDS Banners C
Tris: 17/3
Textures: 256x256 d, n, s (shares d, n, s with Banners A)/32x32 d (shares d with Banners A)
IDS Roof Lights (White)
Tris: 241/N/A (Uses additive shader)
Textures: 32x32 d/N/A
IDS Roof Lights (Blue)
Tris: 241 (shares mesh with Roof Lights [White])/N/A (Uses additive shader)
Textures: 32x32 d/N/A
IDS Roof Lights (Purple)
Tris: 241 (shares mesh with Roof Lights [White])/N/A (Uses additive shader)
Textures: 32x32 d/N/A
IDS Building Maintenance Unit
Tris: 500/84
Textures: 512x128 d/32x32 a, d
IDS Light Prop 2 (x1)
Tris: 16/6
Textures: 128x64 a, d/32x32 d
Has custom light effect
IDS Light Prop 2 (x2)
Tris: 32/12
Textures: 128x64 a, d (shares a, d with Light Prop 2)/32x32 d (shares d with Light Prop 2)
Has custom light effect
IDS Light Prop 2 (x3)
Tris: 48/18
Textures: 128x64 a, d (shares a, d with Light Prop 2)/32x32 d (shares d with Light Prop 2)
Has custom light effect
IDS Light Prop 2 (x4)
Tris: 64/24
Textures: 128x64 a, d (shares a, d with Light Prop 2)/32x32 d (shares d with Light Prop 2)
Has custom light effect
IDS Light Prop 2 (x20)
Tris: 280/120
Textures: 128x64 a, d (shares a, d with Light Prop 2)/32x32 d (shares d with Light Prop 2)
Has custom light effect
IDS Light Prop 3
Tris: 17/2
Textures: 256x256 d (shares d with Sub 4)/32x32 a, d
Has custom light effect
IDS AS Prop 1
Tris: 56/N/A (uses additive shader)
Textures: 128x128/N/A
Has custom light effect
IDS AS Prop 2
Tris: 40/N/A (uses additive shader)
Textures: 32x32/N/A

Please let me know in the comments if something is wrong or if there are any improvements you would like to see.

Recommended Mods and Assets
- (HARD DEPENDENCY) Fine Road Tool 2.0.4 is required since you won't be able to place the building otherwise due to a "distance too short" limitation.
- (Dependency) Custom Effect Loader is highly recommended as the light effects used in this pack of assets are custom made using CEL. If you choose not to subscribe to CEL, the lights will not work.
- (Dependency) Additive Shader (original by Ronyx69 or the test version by aubergine18 both work) is highly recommended as parts of this pack of assets use additive shader. - Now covered by Prop Anarchy
- Transparency LODs Fix is recommended to ensure the semi-transparent glass doesn't disappear when looking from afar. - Now covered by Prop Anarchy
- Prop and Tree Anarchy is recommended as you'll need it to place trees and props inside the court. - Now covered by Prop Anarchy
- Move It! is recommended since you'll probably need it to position the trees, props or the building.
- Ploppable RICO Revisited if you want growable-style functionality for this asset (RICO stats above). Without RICO, this building will act as an unique building.
- Procedural Objects is required IF you would like to add text to the banners. The building itself, however, is not PO friendly.
- Loading Screen Mod is always recommended for modded or even vanilla gameplay. This mod will reduce the memory load on your computer and has many other useful features. This pack of assets was made with this in mind and makes use of the shared textures function in LSM.
- Sharper Textures is recommended as Sharper Textures can decrease mipmapping. If you don't know waht that means, just know that it will make the model look better at mid-range before the LOD triggers at long-range.
- Find It! 2 is recommended as it allows you to easily find any asset.
- Camera Positions Utility as it will allow you to get a good look at the interiors.
- The trees and foliage in the screenshots above are not included in this Workshop item. To achieve the same look, subscribe to suitable tree and prop assets and use Prop and Tree Anarchy (or Prop Anarchy) to place them inside the court.

Note: Realistic Population Revisited (This is likely remedied by Realistic Population 2) will give this building an unreasonable amount of workspaces, so if you use RPR, set a custom setting for it. For reference, the RICO definition of this building gives it 360 workplaces.

Acknowledgements
Thank you крестоносец for commissioning this asset and for providing some of the Workshop images.

Thank you to the many wonderful and talented asset creators who answered my questions and helped me throughout the creation of this project. I couldn't have done it without them.

All textures and meshes are hand-made by me, some with use of textures from textures.com.

Do not reupload these assets without my permission.
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121 Comments
Chinese_Cool_Boy May 4 @ 6:30am 
Looks great
Vadicus Jan 23 @ 5:08pm 
Yah thanks fellas. Trying it out. My PC is pretty beefy so no worries there. Ronyx has some gorgeous cubemap packs. I see what you mean about graphical improvements. Very cool.
Redstone  [author] Jan 23 @ 4:05pm 
@Vadicus You're very welcome. My PC is 7-8 years old and is a laptop and Cubemap Replacer works with unnoticeable performance impact and is a must-have for me in terms of graphics mods. It does indeed only change the cubemap, but it seems that custom cubemaps work better in this respect for some reason. Not really sure why.

@StayHungryStayFoolish Cubemap Replacer and the cubemap packs are indeed relatively large in size because they contain cubemaps, but iirc they are only loaded when you select them, so it shouldn't impact performance by much.
StayHungryStayFoolish Jan 23 @ 3:28pm 
@Vadicus Cubemap Replacer has a huge size, so I recommend a high-end PC to implement it, but it looks just awesome! More mods in a stable combination are available in my modlist.
Vadicus Jan 23 @ 2:11pm 
Oh your screenshot looks awesome. Cubemap replacer you say. I thought it only changed the sky. Nice, I'll have to give it a try. Does Cubemap Replacer have a negative affect on performance? I'd be glad if it corrects that specular issue. There are other buildings I'd love to utilize that seem to have the same issue with specular texture. Thanks so much for your replies and helping me understand this problem better. I'll definitely be using your awesome building.
Redstone  [author] Jan 23 @ 7:10am 
All pictures but the last one works, but I see what you mean. That's the specular map at play. The LOD texture size would have to be huge if I wanted to put darker gaps in the specular map and even then, it may not have the desired effect. So far, I've tested only using Cubemap Replacer. I would recommend getting Cubemap Replacer not only because it may mitigate this effect (for some reason, with all the cubemaps I've tried, it is not nearly as apparent) but also because it provides a very nice visual boost. For me, it looks like this: https://drive.google.com/file/d/1GmHQI_xGgurhakrbwpvwccCLZgjmAc8K/view?usp=sharing
I will see if lowering the specularity will help.
Redstone  [author] Jan 22 @ 3:42pm 
The LOD mesh and textures are all custom. Can you share a screenshot?
Vadicus Jan 22 @ 2:20pm 
Maybe I can get a screenshot to show you what I mean. Do you have all the layer lod textures implemented into the asset? For large footprint assets, all lod textures should be custom not generated.
Redstone  [author] Jan 22 @ 1:25pm 
@StayHungryStayFoolish. Thank you for bringing this to my attention. AS Prop 2 does not have a LOD because it uses additive shader. As far as I know, this should be harmless.