Cities: Skylines

Cities: Skylines

Procedural Objects
Simon Ryr  [developer] Aug 1, 2017 @ 8:19am
Features Discussions and Requests - Q&A
Ask questions about the features of the mod and feature requests here
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Showing 1-15 of 145 comments
Titan Aug 2, 2017 @ 2:07am 
Is it possible to change the way textures are deformed? So that when I stretch a block the texture is not stretched but ... multiplied? If you know, what I mean. Would something like this be possible?
Simon Ryr  [developer] Aug 2, 2017 @ 2:18am 
@Titan : Yes it's possible and would definitely be awesome, but very hard to code, and not on my priority list for now
Sparks Aug 2, 2017 @ 2:05pm 
Can we have the option to select the original texture if we add BASIC to the asset please?
Simon Ryr  [developer] Aug 2, 2017 @ 2:37pm 
Originally posted by Sparks:
Can we have the option to select the original texture if we add BASIC to the asset please?
That's a good idea. i'll give it a try.
DeznekCZ Aug 3, 2017 @ 12:14pm 
Hi developer, I'am happy you made this mod.

I have now 3 ideas:

1. - Number controll - Able to change positions by number for presscion (ui for it you can get from Traffic Manager - Signals controll UI)
2.1 - Texture Replace - Able to change texture for a simple object or asset (could be hard during Unity engine)
2.2 - Texture select while asset placing (Possible future)
3. - Copiing, Grouping - Simple

I have now 1 issue:

1. - Can be disabled vertex merging?

Thanks for this
Last edited by DeznekCZ; Aug 3, 2017 @ 12:14pm
Simon Ryr  [developer] Aug 3, 2017 @ 2:12pm 
Originally posted by DeznekCZ:
Hi developer, I'am happy you made this mod. (...)
Hi !
Number control is not gonna be a thing, but there will be a gizmo coming in the next update, you can see the preview here :
For texture replacement, I suppose you mean being able to change the texture of an object that is already placed ? I'm gonna add this to the features.
Copying is already done and will come in the next update
Vertex merging is not an issue, it's intended ^^
Hope this answers your questions !
++Thirster Aug 4, 2017 @ 12:24am 
Im unsure if this is a feature of the square preset, and as yet I have not tied the mod, but is it possible to do this with decals painted onto the terrain? I could really see this being amazingly useful for fields etc alongside tiled textures.

Amazing mod, I never thought someone would be quite this innovative
AntonioBernal Aug 7, 2017 @ 3:00am 
I don't see this mentioned anywhere, but currently the "Procedural Objects" button remains visible when hiding the UI using the Hide UI mod, which isn't good when taking screenshots. Hop that's an easy fix! :)
Simon Ryr  [developer] Aug 8, 2017 @ 11:23am 
Originally posted by vokepasa21:
I don't see this mentioned anywhere (...)
I'll take a look ! thanks for mentioning.
Sotrax Aug 10, 2017 @ 3:22pm 
Well .. what about an easier control via drag and drop with the mouse? I get mad because the control with keyboard isn't really intuitive
Simon Ryr  [developer] Aug 11, 2017 @ 3:21am 
Originally posted by Sotrax:
Well .. what about an easier control via drag and drop with the mouse? (...)
the mod has just been updated and gizmos have been added. They will also work for vertex movements asap.
alborzka Sep 7, 2017 @ 6:26am 
Request: Movable "Procedural Assets" button :D :p Great work as always Simon!
pauljchris Sep 8, 2017 @ 3:36pm 
Could it be possible to add a scale by axis gizmo such as found in 3dsmax or similar to the position gizmo you added giving the option to scale the model by individual x y or z axis as well as the current uniform scale opton? This would be very useful with certain types of models, particularly for my procedural bridges but also with others as well.
pauljchris Oct 1, 2017 @ 3:36am 
Simon thanks again for this briliant mod. I few suggestions and ideas for improvement having spent 30 hours working with it to create a number of assets.

1/ The Menu that overlays the game world acts as a selection box even though it is not intended to do so. So when using large models if you try to select some vertices to create a dependency group and any part of the menu overlaps the model then any vertices underneath the menu will also be selected. Not a huge issue if you are aware of it ( just move the menu away from the model) but I think you still need to be aware and at least alert users to this even if you cant fix this behavior.

2/ The same issue applied to whole objects. If you have a lot of procedural objects in your scene and you try to select a new one from the list of avaialble objects, then if another procedural object is underneath the menu when you try to select a new object then the already placed object is selected instead.

3/ Is it intended to enable scale by axis as opposed to just uniform scale? Scale mode already has an axis gizmo but it does not appear to do anythng , would be great for some models if you could scale on just one axis ie ( x , or z) independently.
Simon Ryr  [developer] Oct 1, 2017 @ 6:27am 
Originally posted by pauljchris:
Simon thanks again for this briliant mod. (...)
Hi Pauljchris,

I know about the issues 1 and 2. It's the same kind of issues that sometimes makes you move the whole object when you want to click the green button to switch to vertex customization. Unfortunately, this can't directly be fixed because of the UI system itself, there's no "preference" on what the mouse click should interact with, so it sometimes interact with two things at once (i.e. green button and moving the whole model) or something you didn't want to click. Therefore the green button will be removed in the next version (1.2.0). And as for the menu "click through" problem (which BTW is related to Unity, and has been seen in other games such as KSP) it will not be fixed soon unfortunately...
And as for the third suggestion (scaling in 3 axis independently) it definitely is possible, but would probably break all the saves with this addition... Not sure though, I have to give it a try.
Thanks for your suggestions and wonderful procedural assets !
— Simon
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