Cities: Skylines

Cities: Skylines

351 ratings
PropRotating Params
File Size
0.006 MB
Jun 24, 2017 @ 4:20am
Sep 24, 2018 @ 10:22am
5 Change Notes ( view )

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PropRotating Params

In 2 collections by Ronyx69
85 items
Railway Swiss Props
6 items
While previously created rotating props still require the PropRotating Params mod, a new method for saving shader parameters by boformer has removed the requirement for a mod.

See the PropRotating Shader article:
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Evil Dave of Canada Jul 3, 2019 @ 5:59am 
Could this be used to create a working (animated) level railroad crossing barrier?
I would really like one and I can't find any on the workshop.
Acolasia丶六六 Nov 26, 2018 @ 11:36pm 
aubergine18 Jun 30, 2018 @ 9:21am 
Ah, that ties in with another issue I'm having - solar panels still generating power a night due to light intensity. Thanks, I think I can track down problem now!
Ronyx69  [author] Jun 30, 2018 @ 9:04am 
@aubergine18 No idea, prob real time messing with the time in weird ways. Light effects on/off is based on some weird time-related "light intensity" value, I don't fully understand it.
aubergine18 Jun 30, 2018 @ 9:02am 
So if the lighthouse is still on in the day, is the issue in the config of the lighthouse asset, or is RealTime mod not updating game properties (causing knock-on effect with the PropRotating shader, etc)?
Ronyx69  [author] Jun 30, 2018 @ 7:51am 
@aubergine18 This mod doesn't really do anything with time itself, it only allows setting custom parameters for the PropRotating shader, which is already in the game. Also the light is completely unrelated to this mod, that would be custom light effects, but that also doesn't deal with time in any custom way. If the game time is affected, then those vanilla properties would be afftected as well I guess, not specific to those mods.
aubergine18 Jun 30, 2018 @ 6:59am 
Would this mod (or the AnimUV mod) be affected by the recently released RealTime mod?

I'm using Skerryvore lighthouse and it's light is still on during day time and still rotating. As RealTime mod changes way time works, I was wondering if there were some issues/conflicts?
Westrex Nov 21, 2017 @ 3:05am 
Thanks for the info.. will try Tim The Terrible
Ronyx69  [author] Nov 20, 2017 @ 10:09pm 
@renewcom It uses the traffic light shader. Here are the scripts to change the shader vectors responsible for the pivot and the axis: Haven't tested much or even if asset editor saves it correctly, but you can test ingame as well. Contact Tim The Terrible as this script was made for his experiments.
Westrex Nov 20, 2017 @ 3:44pm 
Sorry if this is a little off subject.
I am looking for the shader that controls level crossing prop (up / down) movement. I created a new prop, importing it using the existing prop as a template. The issue I have is the barrier now rotates clockwise 45 degrees instead of lowering & then counter clockwise 45 degrees instead of raising. The wrong axis is being used, looking to change this setting. Changing the vertex colour only reduces the amount of rotation. Any help would be much appreciated.