Cities: Skylines

Cities: Skylines

Procedural Objects
Simon Ryr  [dév.] 1 aout 2017 à 8h19
Features Discussions and Requests - Q&A
Ask questions about the features of the mod and feature requests here
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hi there, can you make a group of layers? i mean when you build a city with a bunch of PO it would be grate to have like *Group - central buildings and when you select it you can see the PO layers of that group only in the list, because if not, the list of layers become so large
rlas 21 oct. 2020 à 10h19 
c95samuel a écrit :
hi there, can you make a group of layers? i mean when you build a city with a bunch of PO it would be grate to have like *Group - central buildings and when you select it you can see the PO layers of that group only in the list, because if not, the list of layers become so large

that already exists but u need to asign that per PO object
rlas 21 oct. 2020 à 10h20 
RyanCat a écrit :
Please make the basic square prop a surface so that decals can be put on it...

that is already a thing :) oh wait no thats not a thing. But u can use ploppable pavement for that
Dernière modification de rlas; 21 oct. 2020 à 10h20
rlas a écrit :
c95samuel a écrit :
hi there, can you make a group of layers? i mean when you build a city with a bunch of PO it would be grate to have like *Group - central buildings and when you select it you can see the PO layers of that group only in the list, because if not, the list of layers become so large

that already exists but u need to asign that per PO object
but i mean im in a project of building hotels on the sea front, and i use a lot of layers for each hotel, 1 for the floor of the pools, 1 for the floor of the hotel, 1 for the surface of water, bunch of them for decoration, sometimes for the stairs or ramps to the sand in the shore and if i want to reduce the large of the list i have to combine all the layers of one hotel in only 1
rlas 21 oct. 2020 à 13h52 
c95samuel a écrit :
rlas a écrit :

that already exists but u need to asign that per PO object
but i mean im in a project of building hotels on the sea front, and i use a lot of layers for each hotel, 1 for the floor of the pools, 1 for the floor of the hotel, 1 for the surface of water, bunch of them for decoration, sometimes for the stairs or ramps to the sand in the shore and if i want to reduce the large of the list i have to combine all the layers of one hotel in only 1
ok i think i am not that deep into PO yet :(
Dont know if its a feature or a bug, but hwne procedural-objecting a stock Industries farm, or any custom asset based o the stock farm, the textures turn inviisble. The verticies are still tehre, but textures are not visible. Could you make it work, somehow?
Failer a écrit :
Dont know if its a feature or a bug, but hwne procedural-objecting a stock Industries farm, or any custom asset based o the stock farm, the textures turn inviisble. The verticies are still tehre, but textures are not visible. Could you make it work, somehow?
there are some stuff that cant transform into PO, not just that, and i dont think they can fix it
Turning things on their side or upside down should be a basic and simple thing to do in PO reliably. Can we please at least get set buttons for 45, 90, & 180 degree rotations on any axis soon, or even better, a text field to enter the exact angle?
Sp3ctre18 a écrit :
Turning things on their side or upside down should be a basic and simple thing to do in PO reliably. Can we please at least get set buttons for 45, 90, & 180 degree rotations on any axis soon, or even better, a text field to enter the exact angle?
im agree with it, some props need to get vertical orientation and its a little bit difficult to do it with the shift and alt and with large POs it becomes so visual that it is not perfectly orientated
c95samuel a écrit :
Sp3ctre18 a écrit :
Turning things on their side or upside down should be a basic and simple thing to do in PO reliably. Can we please at least get set buttons for 45, 90, & 180 degree rotations on any axis soon, or even better, a text field to enter the exact angle?
im agree with it, some props need to get vertical orientation and its a little bit difficult to do it with the shift and alt and with large POs it becomes so visual that it is not perfectly orientated

@c95samuel, was added to the last update, actually! check the changelog / wiki!
I want to know if it is possible to cut lines to add vertices, or any method at all of achieving this. As this screenshot shows, I want to add a pair of vertices in the middle of the line so i can make it fit the shape of the fence. I hope its clear what I mean:

https://steamcommunity.com/sharedfiles/filedetails/?id=2314940494
Hi! I have two questions about two things that I don't know why happen on the mod:

The first one is that, when I'm going to convert a prop (specifically, billboards that emit their own light) into a procedural object, that light dissapear completely, looking just like a billboard with no own light. How can I transform props that have their own source of light into procedural objects without losing that?

The other question is, when I'm on a determined far distance of the procedural object, it dissapear. How can I make that the procedural object don't dissapear when I'm too far of it? I tried with the Ultimate Level of Detail mod but it keeps dissappearing.

Thank you!
aruberu a écrit :
Hi! I have two questions about two things that I don't know why happen on the mod:

The first one is that, when I'm going to convert a prop (specifically, billboards that emit their own light) into a procedural object, that light dissapear completely, looking just like a billboard with no own light. How can I transform props that have their own source of light into procedural objects without losing that?

The other question is, when I'm on a determined far distance of the procedural object, it dissapear. How can I make that the procedural object don't dissapear when I'm too far of it? I tried with the Ultimate Level of Detail mod but it keeps dissappearing.

Thank you!
well you cant have the lighting with POs, because it isnt a normal asset anymore, only some buildings keep the windows with their light but its because those dont illuminate anything, only them selfs, for avoid dissapearing POs, you have to increase the render distance in the PO mod before converting those assets into PO
Simon Ryr a écrit :
DeznekCZ a écrit :
Hi developer, I'am happy you made this mod. (...)

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.

Is this already possible? I've explored -what I believe to be- any and all options in the Edit/Advanced Edition Tools (same place in the mod where texture scaling options exist), and cannot find any way to do this.

Being able to replace textures on objects I've already placed with another texture would be PHENOMENAL.
Disappointed that this mod couldn't do something as simple as add a flat PNG image to the surface of the Welcome Sign (template). Oh well.
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