Cities: Skylines

Cities: Skylines

1,968 ratings
Repaint 1.7.4
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May 18, 2020 @ 6:45pm
Sep 5, 2023 @ 4:59am
30 Change Notes ( view )

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Repaint 1.7.4

Description


A fork of TPB's Painter mod, updated to work with Harmony 2, fix bugs, and add extra features. 100% backwards-compatible with the original.

New in 1.7:
  • Add vanilla highway texture replacement option
  • Add option to colorize all elevations of the selected network
New in 1.6:
  • Add option to disable LOD colorization (to reduce peak memory use if memory is tight).
New in 1.5:
  • Add tool (default Ctrl-Alt-C) to color networks, supporting roads, paths, and railways. Note that the network will need to support colorization for this to work (for example, most railways don't).
New in 1.4:
  • Overhaul handling of LOD colorization; now compatible with Loading Screen Mod 'Share Materials' option (no more corrupted LODs).

What does it do?
Change building colors
This mod allows you to change the colors of buildings live in-game.

Which parts of the building change color is determined by the asset's creator using a color map. If the asset creator hasn't provided one for that asset, the entire building's color will be changed (attached props are not affected). A 'colorize all' option is also provided to change the entire building's color even where the asset creator hasprovided a color map.

Colorization is also useful for fixing buildings where the asset creator has used colors that are too bright for the game. You can use this mod to 'dull down' the colors (by selecting a shade of grey as the color overlay) to fix that issue.

Use the copy-and-paste feature to make things easier if you have multiple buildings that you want to fix.

NOTE Colorization requires extra memory at game load. If you're very tight on memory, you'll most likely want to use the 'disable LOD colorization' option.

Change network colors
Roads, paths and rail networks are supported, provided they have a color map (most rail networks don't, but some do). This ability will instantly affect all segments and nodes of the selected network, so you don't have to tediously manually repaint everything (if you do want to color segements individually, use the Network Skins mod).

As with buildings, network color changes can be used to lighten or darken the network's default colors.

If a network doesn't have a color map, it can't be colored. There's nothing this mod can do about it. Some individual networks may also have specific issues, such as different color intensities on nodes/segments (e.g. vanilla highways).

For vanilla highways, you can activate the mod's option to replace the vanilla highway textures with more color-friendly textures (see the mod's options panel) - this fixes the issue of different node and segment color intensities for those networks.



How to use it
A color field is added to the top-right of each building's info panel; click on that to open the color picker to choose a replacement color. Each individual building can be colored differently (even buildings of the same type)!

At the bottom of the color picker are three buttons - 'copy' and 'paste' can be used to copy the exact same color between buildings. 'Erase' restores the building's color to the default.

To color networks, select the Repaint network coloring tool from the UUI menu or press the hodtkey (default is Ctrl-Alt-C), and then click on the target network to bring up the color panel. As with buildings, you can copy and past colors across networks too.



Loading Screen Mod and LODs
Earlier versions of this mod (and the original Painter) had an issue when using the Loading Screen Mod's "share materials" option; using that option in conjuntion with the "Colorize" option could cause LOD texture corruption (due to the way that the Loading Screen Mod''s material sharing overrode the game's default behavior).

Version 1.4 of this mod introduced a new method for LOD colorization that works around the Loading Screen Mod''s behaviour; LOD colorization is now fully compatible with the Loading Screen Mod's "share materials" option.





Credit where credit is due
Huge thanks to TPB, the author of the original Painter mod.

This mod uses Harmony[github.com] version 2.2, by Andreas Pardeike[github.com], via the Cities Harmony mod by boformer.



Source code
[github.com].



Translations
[crowdin.com]
Please leave a message below if you'd like me to add another language on CrowdIn.



[ko-fi.com]
501 Comments
Olivirus May 18 @ 8:27am 
@algernon that would be so nice, that would make the time it takes me to make a neigbourhood like 200% smaller

Maybe something like how the roads have an option to colour all the roads that colour, something similar to colour all asset of that type a certain colour
algernon  [author] May 8 @ 4:30pm 
@Olivirus Not easily currently, other than using copy-paste. I could look at adding something like that.
Olivirus May 8 @ 7:16am 
Is there a way to easily colour all buildings of the same type? A modded asset i use extensively has white, black and grey colour maps but i want to have them all white (otherwise it looks ass), its really time consuming to have to open the menu for every individual building in my city
algernon  [author] May 7 @ 3:44pm 
@pablopmorales99 All three of your questions are actually related to the same thing - the color map (or lack thereof) given to the asset by its creator.

By default, the color set in Recolor only applies to the area of the building that the creator has set to have color changes - the asset creator does this by creating what's called a "color map", which tells the game which parts of the building change colors and which do not.

If no color map is set by the creator, then the whole building will change color (what you're seeing with the residential buildings you mention), as the game has no information about what to color and what to leave (and obviously can't guess).

The "colorize" option duplicates that behavior for assets that do have a color map, in case you want to disregard the asset creator and color the whole building. The "invert" option does the same, but leaves the areas covered by the color map alone.
pablopmorales99 May 7 @ 10:02am 
Can i also ask what are exactly the effects of using colorize and invert?
pablopmorales99 May 7 @ 9:58am 
I seem to have some kind of problem with the color of some (rich) residential buildings. When I choose a color other than white, it does not paint the facade of the building, but the whole building. For example if I choose red color, the whole building becomes red, even the roof. I don't know if it can be a problem of this mod or of the building asset itself, does it happen to anyone else?
TiF3r Mar 6 @ 9:40am 
@algernon I was misunderstanding the functionality of the "colorize" and "invert" options. The changes just that effect after restart and that is working. I didn't know about that and I thought I would need to restart the game to use those features. Thank you for your attention :)
GuggleGutFart Feb 8 @ 3:47am 
@algernon wow thank you!!! Wish I was paying attention. Thank you for your support
algernon  [author] Feb 6 @ 9:00pm 
@GuggleGutFart That's due to the non-standard meshes for the vanilla highways, which lack a color mask. As per the description above, if you want to color vanilla highways you'll need to activate the relevant option in the mod's options panel.
GuggleGutFart Feb 6 @ 6:14pm 
This mod only seems to work on most roads not all of them. Road Color Changer ++ still works for me on all roads. Since that is a dead mod and this one gets updated I would love to make the switch but can't. Is this a known issue? The roads it doesn't like applying to are some highways