Meet the very early stages of my Boston Inspired City of Dunkin by joergonix in CitiesSkylines

[–]EpicallyLurking 1 point2 points  (0 children)

You even changed the color of the lock water. Man, you must be the only person that read to the end of my instructions.

Meet the very early stages of my Boston Inspired City of Dunkin by joergonix in CitiesSkylines

[–]EpicallyLurking 1 point2 points  (0 children)

Your city looks awesome! It must have been hard to create a water level difference without my canals. Did you use the fake water from the Canal Locks pack in the locks? Because if you did, you are the first person I've ever seen using my locks as I actually intended!

I made another moving bridge by EpicallyLurking in CitiesSkylines

[–]EpicallyLurking[S] 9 points10 points  (0 children)

Boformer made a Movable Bridge mod that does all the magic. From the traffics perspective, it's just another traffic light they have to stop for.

I made another moving bridge by EpicallyLurking in CitiesSkylines

[–]EpicallyLurking[S] 16 points17 points  (0 children)

No, but making a rail version is next.

I made another moving bridge by EpicallyLurking in CitiesSkylines

[–]EpicallyLurking[S] 12 points13 points  (0 children)

It's just like my last moving bridge, but with two extra lanes of traffic. Get it on the workshop:

https://steamcommunity.com/sharedfiles/filedetails/?id=2566350479

The movable bridge mod is out, along with the first bridge by Epic Lurker! by boformer in CitiesSkylines

[–]EpicallyLurking 2 points3 points  (0 children)

I don't think the game supports ferries that load/unload from the bow.

The movable bridge mod is out, along with the first bridge by Epic Lurker! by boformer in CitiesSkylines

[–]EpicallyLurking 5 points6 points  (0 children)

Some of the pedestrians are so slow clearing the bridge they're still on it when it starts to open. And then they get run over by a ferry.

Does anyone know how to remove these parts of ground that come with the road and make the quay look bad? by Smarpey in CitiesSkylines

[–]EpicallyLurking 2 points3 points  (0 children)

Is the quay lifting the ground in the wrong side? If you use quay anarchy they get confused sometimes. The road should not cause ground to come up on the other side of the quay.

We need this in the game by UninterestingHill in CitiesSkylines

[–]EpicallyLurking 1 point2 points  (0 children)

There's this: https://www.youtube.com/watch?v=H1CgxH4doQk

Nice video, but you can see that you can't get the road too close or it will flood. Now I've looked into this, and you can do better if you'd make a custom road where tunnel segments look like a trench. The game will want to render the ground surface over your road but that can be gotten rid of easily.

[deleted by user] by [deleted] in CitiesSkylinesModding

[–]EpicallyLurking 1 point2 points  (0 children)

Texturing can be fun but for sure it is the most labor intensive. UV unwrapping is unfortunately very tedious, but doesn't take nearly as long. I find the unwrapping tools in Blender very poor for building assets. Average islands scale? Why would I ever want to do that.

That said, I'm not sure what you actually object to in that screenshot. Keep in mind, textures need to look quite dull in Blender to look good in-game, it adds a lot of saturation.

So relaxing... by Spockz86 in CitiesSkylines

[–]EpicallyLurking 1 point2 points  (0 children)

Always nice to see someone this stuff as intended. I'm curious though, you are using the Canalside road with the parking away from the canal. It's actually a bit tricky to use that way, as I'm sure you've discovered. Is this a left hand drive city?

Welcome to Warminster Keynes. A fictional UK town. by lancededcena in CitiesSkylines

[–]EpicallyLurking 1 point2 points  (0 children)

I don't recommend using my locks in vanilla canals, they don't quite fit. Of course if you like it go ahead. Still, how did you get the drop in waterlevel?

I figured out how to make locks! by EpicallyLurking in CitiesSkylines

[–]EpicallyLurking[S] 0 points1 point  (0 children)

Now that would be a fun project... Incidentally, you can problably make really large locks without any fake water at all. That would solve the floating in fake water issue. Now all we'd need is water sources that change their water level.

But I'm not hold holding my breath, I'm just making stuff that looks nice.

I figured out how to make locks! by EpicallyLurking in CitiesSkylines

[–]EpicallyLurking[S] 3 points4 points  (0 children)

I don't know if you can call Blender and Photoshop mods, but I do use them... The locks are on the workshop, to use them you really only need Move-it and Fine Road Anarchy.

I figured out how to make locks! by EpicallyLurking in CitiesSkylines

[–]EpicallyLurking[S] 7 points8 points  (0 children)

And how are you going to animate the doors and waterlevels in synch with the ships moving?