Cities: Skylines

Cities: Skylines

6L - National Road
46 Comments
clus  [author] Jan 23, 2023 @ 10:56pm 
Your welcome ;) I hope that it works better now...
MaxFX Jan 23, 2023 @ 8:48am 
Thanks!! :steamthumbsup:
MaxFX Jan 21, 2023 @ 10:35am 
Oh, in addition #2; You put all the other props on the 6-lane National Road at 0,5 and -0,5 as well, so if you change the LightPlaceHolder to 0,0 I suggest you do the same for the other props.
MaxFX Jan 21, 2023 @ 4:10am 
Oh, in addition; the change applies for the ground-, elevated, and bridge elevations.
MaxFX Jan 21, 2023 @ 2:54am 
Hi Clus, thanks for the quick response. I took a look at all the assets from the 'Concrete Highways' collection. I found that the 6-lane National Road is the only one which has the LightPlaceHolder prop set at 0,5 and -0,5 positions, where all the other assets have them at 0,0.

The prop is located at the 'None, None, 17.1' lane as well as the 'None, None, -17.1' lane. If you change the location for this prop from 0,5 and -0,5 to 0 than the light will be placed at the same location as the other lights on the other road assets from the collection, and will be perfect!

Thanks in advance! :steamthumbsup:
clus  [author] Jan 20, 2023 @ 11:13pm 
Hi. Thanks ! :)... and nice work with your interchanges ! Currently I don't have much time for CS, but I'll have to an update of at least one network due to an issue, which was reported a week ago... (probably on sunday or later today) so if I find the time, then I'll update these as well. I don't know exactly on which lane I placed lights... could you pls take a look in in the editor and tell me the exact position, where you want those lights to sit at ? That would prevent a second update, if I'd misplace them ... thanks.
MaxFX Jan 20, 2023 @ 1:32pm 
Here's the finished product of the Small Cloverleaf Interchange I've made today: https://steamcommunity.com/sharedfiles/filedetails/?id=2921022645
I've also made and posted this Stack Interchange a while ago: https://steamcommunity.com/sharedfiles/filedetails/?id=2903519119&searchtext=stack+interchange
MaxFX Jan 20, 2023 @ 1:21pm 
Hi Clus. First of all, I really like your Concrete Highway assets. I'm in the process of making a collection of interchanges made with these assets including the steel barriers from your Fences Pack.

Now this might be nitpicky, but is there any chance you could change the location of the Light Placeholder on the National Roads?

The distance of the lights on the Concrete Highways is PERFECT! It allows me to place the steel barriers at a nice distance (-1,9) while the lights themselves remain outside the barriers. The National Roads however have the lights too close to the roads. So you get this when I put the barriers at the same distance as I do on the highways: https://steamcommunity.com/sharedfiles/filedetails/?id=2921015480

It would be great if you could update these National Roads so they have the lights at the same distance as the highways! Let me know what you think. :steamthumbsup:
Mike_Plays Dec 29, 2022 @ 4:21pm 
los puentes no están terminados
cmorgan6525 Dec 2, 2022 @ 7:36pm 
These are awesome, only question I have is how to turn off the placeholder lights if you don't want the lights for this road? is it required for the asset to work?
clus  [author] Dec 1, 2022 @ 2:31am 
I wasn't really consistent with the naming scheme... here you'll get what you can see on the pics. ;)
MisterHamstring Nov 27, 2022 @ 4:23am 
I think this is a 3L national highway? Cause there is also a 1L and 2L. If not, where is the 3L and 4L? :steammocking:
clus  [author] Jul 5, 2022 @ 1:02pm 
;P
Sint Holo Jul 5, 2022 @ 5:19am 
I second the request for a 8L national highway, I would literally die for it!
m.safwan.memon Jul 30, 2021 @ 8:21pm 
Very Good Collection , if possible make 8L and 10L National Road , Thank You
SouthGamer Jun 23, 2021 @ 12:13am 
@clus Thanks for the response. My bad i would love to have them. :(
its so pleasing.
clus  [author] Jun 22, 2021 @ 6:40am 
@Captain Toof thx ! ;)
@Noob GameR they're both custom ones ... n.a. in the WS.
SouthGamer Jun 6, 2021 @ 3:56am 
theme and lut name please
Captain Toof May 23, 2021 @ 1:42am 
Take a respect+ sound line for your great work and also being (good side) addicted to LSM, like me.
clus  [author] May 12, 2021 @ 10:39pm 
Hey ! Yeah kind of... its slightly more .... about 35 MB for all roads ! Thats the magic of LSM ... dont know why a lot of people still dont use that mod.

All roads use the exact same texture set ... in a total vanilla game, each of these textures will be loaded in to the RAM, with LSM only one of them will be loaded and shared with all the assets.
CONFUSE May 12, 2021 @ 10:48am 
All 19 mods?
CONFUSE May 12, 2021 @ 10:46am 
“The needed RAM space for all roads will be onyl about 26 MB !!”
Does it mean that after subscribing to all the roads in this collection, only 26mb of physical memory is needed?
I like these roads very much, but the huge file size makes me wonder which one to choose for a long time
clus  [author] May 5, 2021 @ 10:30pm 
Considered yes... "approved" no. ;P I've created these roads long before Imt came out, but didn t upload them for a long time ... and after putting some time in to that design/feature I wouldn't wanted to delete/change it back. There are more versions... also already finished and most of them don't have these node covers. So, next versions might come "clean". ;)
Certified Paint Huffer May 4, 2021 @ 1:42pm 
Yea I though it was a limitation of how the game works but wanted to ask anyways.

Have you considered to have no baked-in line on the nodes - that way we can draw one with IMT, decals or have no lines at all (like it is for vanilla roads).

Thanks!
clus  [author] May 4, 2021 @ 9:54am 
Thanks ! And yeah .. I am aware of that ... but sadly that isnt something that could be changed. The only possible solution would be, that some writes a mod, that would give you the abilty to change those "node covers" the same way you can change road segments. But so far nobody has done that. Hence, I have to work with the possibilities provided by the game ... and you have to do the same .... sadly. Sry :/
Certified Paint Huffer May 4, 2021 @ 9:06am 
hey @Clus, the textured transition nodes on these roads are awesome. When using US road mode (by naming), the node texture still has a while line. Is that something that you can look into?

Example:
https://i.imgur.com/dpbOgEw.png
clus  [author] Mar 25, 2021 @ 9:17am 
Thanks again for letting me know. I will look in to that... a picture would be awesome, if thats ok. ;)
STORM_15 Mar 21, 2021 @ 2:34am 
Btw, I found a texture glitch on 4 and 5 lane highways, the white line and the yellow line seem to conflict and as a result it's flickering.
STORM_15 Mar 21, 2021 @ 2:27am 
True that, as long as you can set that feature up for 1 lane highways I guess the separate versions are not needed ;) In the future I reckon it would be very interesting to look into larger highways. That's a feature that would be so interesting for those who create US cities especially based on Dallas or Houston, these highways and tollways would be absolutely fantastic and I'm sure many would pay for that too haha! Will you set up that yellow line feature for the barrier versions of the highways as well?
clus  [author] Mar 21, 2021 @ 1:02am 
Well of course it wouldn't be a problem to have many assets due to the help of the LSM. All of these roads share the same textures as well as lod materials... But I didn t want to "spam" the WS with these roads. ;P that's why I decided against that... Regarding the one lane version... honestly I didn t know that, but I already looked in to that and found away arround it. With the next update you'll be able to rename them too. A 6 lane version is currently not on the list ... But a 8 L and asymmetrical national roads, as well as toll roads are already finished. We'll see what comes next. ;)
STORM_15 Mar 20, 2021 @ 2:05am 
Do you consider extending this set with 6L or more concrete highways?
STORM_15 Mar 20, 2021 @ 2:02am 
I wouldn't mind having many assets tbh, and I reckon that if a yellow line version of all roads was released I'd probably switch to that version only. I was looking for a great US concrete highway set and I found yours, and when I saw you had made the yellow line feature I was really happy. The only problem with this feature is that I can't put this yellow line on ground 1L highways as I can't change their names, I'll try to find a workaround for that!
clus  [author] Mar 20, 2021 @ 12:22am 
Many thanks !! :) And yes ... you're absolutely right, I thought about that too, but decided against separate versions, because it's only one tiny detail ... and I considered, that (there are still more highway versions to come) 20 + extra uploads would be too much for that, at least in my opinion. ;)
STORM_15 Mar 20, 2021 @ 12:12am 
I'd love to see the yellow line version as a separate asset. That feature is great but I reckon it would be a lot better if there was a separate version of these highways with the yellow line. Great job anyway, most realistic concrete highway I've seen! Makes my cities look great! :)
clus  [author] Mar 19, 2021 @ 11:59pm 
I'll take that under consideration... But it'll take some time, because I am currently only finishing already started projects ... And there are a lot of those ....
NOiZE Mar 18, 2021 @ 7:39am 
Thanks clus for your reposone, Perhaps an idea is to make it a decorative network? which can be placed on top of the nodes. just to cover up.
clus  [author] Mar 17, 2021 @ 7:15am 
@NOiZE Thanks and perhaps ... the problem with a decal is, that certain network textures, which are used within this roads, dont work with decals. I'll have to find a way arround that first.
@Kooky thx .. and yes. It'll come with an update either today or tomorrow.
@TRAINZ thx ... an 8 L version is possible (its already finished). 10 lanes ... no.
TRAINZ Mar 16, 2021 @ 11:18pm 
These look good. Do you plan on doing a 8L national road or a 10L national road next?:steamhappy:
Some Dingus Mar 16, 2021 @ 7:37pm 
Question. The super neat thing you did, where giving the road a custom name makes it have an american look.. Are you going to implement this to your highways as well? Just curious because that would be really awesome.
As always, great work and thanks
NOiZE Mar 16, 2021 @ 6:34am 
This is good stuff clus!! thanks

one question, can you create some kind of "concrete" decal? so we can cover up the nodes?

Thanks again for all your amazing work.
clus  [author] Mar 15, 2021 @ 11:08pm 
Haha ... ;) the only reason I created these roads in the first place was to have something different compared to vanilla. And yes, you're right, there are some visual "incompabilities", but that's something we all have to live with ... the game wasn t designed for certain "special" things. Road nodes work only "one way" and we all (sadly) can t change anything about that. The only thing we can do is to find ways arround that ... for example the intersections marking tool,, decals or "direct cinnect" segmehts on nodes. I used those dc segemts on this road and the other national roads as well (Seen on the last picture). Conclusion: no, i won t release versions with standard textures. There are a lot of fantastic highways in the workshop already, which uses the vanilla textures. SimoG's or delta's highways for example. Take a look at them. ;)
Dreaminway Mar 15, 2021 @ 12:43pm 
I think the only thing I've never been a fan of with these roads is the texture. It just looks so... off when used with other road types that all use the standard texture. Like with the 3rd screen shot shown, my OCD is just going 'No." seeing the sudden texture change to that 2 lane road.
Think we could have a standard texture version of these?
ezeLaloe Mar 15, 2021 @ 12:38pm 
HERMOSO
clus  [author] Mar 15, 2021 @ 10:11am 
Don t worry .., that doesn't hurt. ;) I'll fix that tomorrow.
nfuzn Mar 15, 2021 @ 10:07am 
Highway Tunnel Light #03 [CEL]
Used by:
6L - National Road

Asset bug: Workshop asset uses private asset (Clus_HighwayLightCEL#03.Highway Tunnel Light #03 [CEL]_Data)