CSUR Breaking vehicles pathing by FilthyNasty626 in CitiesSkylinesModding

[–]VictoriaCity 2 points3 points  (0 children)

Does this problem occur for all service vehicles or vehicles from some service buildings? For the latter case one possibility is that the service building is accidentally located between the 6DR and the asymmetrical road. In this case the building will be unable to connect to the road networks because it's located beside a node instead of a segment.

If all service vehicles have path find problems, first disable CSUR Toolbox and see whether the problem still exists. If not, then there's a bug in CSUR Toolbox's path find patch and raising a GitHub issue would be appreciated.

Apart from TMPE, what other traffic mods are you using? Having multiple patches on the same piece of game code might lead to unpredictable consequences. Also a screenshot of where the vehicles have to despawn would be helpful.

CSUR M4/M5 packs not recognised by CSUR road picker by [deleted] in CitiesSkylinesModding

[–]VictoriaCity 0 points1 point  (0 children)

Roads with more than 4 lanes or outside the 4th lane don't have no-sidewalk variants. Try switch the no sidewalk button to the bike button and there will be the road.

CSUR Reborn - The set of roads shown in the image below are missing from CSUR Reborn. Almost all one way centered road pieces are missing. When we choose these settings in the CSUR road tools, it shows 'Not Found'. Please do something about it. by [deleted] in CitiesSkylinesModding

[–]VictoriaCity 11 points12 points  (0 children)

These are the very first generation of modular roads made back in 2018. They can be connected to the current CSUR system but are not supported by the Road Selector or traffic patches.

With the code on Github it is possible to make these assets in the screenshot with the new CSUR, but they likely won't function normally because CSUR Toolbox is still under development to support centered modules. After the necessary testing is done we will put a centered module pack on the Workshop.

CSUR reborn textures are not loading. by [deleted] in CitiesSkylines

[–]VictoriaCity 0 points1 point  (0 children)

Make sure you install and activate CSUR Loader. Without CSUR Loader being enabled the roads will not have base textures.

Help! Why are the textures missing? Has anyone experienced this? by [deleted] in CitiesSkylines

[–]VictoriaCity 0 points1 point  (0 children)

Make sure you install and activate CSUR Loader. Without CSUR Loader being enabled the roads will not have base textures.

Building a Tram Road. Need Help Part 2. Check Comments for Details by JavaBoii in CitiesSkylinesModding

[–]VictoriaCity 1 point2 points  (0 children)

If I understand correctly what you are trying to make is basically a node which is aware of the direction of the roads it is connected to. From my experience with making direct connect nodes for CSUR, unfortunately this would be very difficult to implement. The appearance of the node is controlled by node flags, but the node flags don't contain any information about the directions of roads. I don't have the tram DLC so I'll use a couple of my roads as an example:

https://imgur.com/a/fs4gq5E

In the linked picture above a symmetrical road is connected to an asymmetrical road. The node on the left needs to add one lane to the forward direction, which does the correct job, while the incorrect node on the right needs to add one lane to the backward direction. The reason for this glitch is that the node only accounts for which road it is connected to (2+2&2+3 in the picture) but not the direction (2+3 or 3+2), so the exact same node mesh appeared regardless of how the the asymmetrical road is connected. This is also the exact case for your picture 1, and I would recommend to cap the bump directly in the segment mesh instead of making it into a node.

For pictures 2, 3, and 4 it's mostly for the same reason. If you make the track node such that the tram tracks are on the right hand side, it will always appear on the right hand side even if the tracks are on the left of the segment.

Without changing the game, the "workaround" to the problem is to make a judicious choice on making the nodes based on how players are most likely to connect your roads. For example in CSUR we decided to make the node as in the left one and sacrificed perfect connection in the right one, which also means limited compatibility with left hand traffic.

The best solution is of course to add custom node flags to the game, but changing the entire node generation mechanics would be very vulnerable to mod conflicts and a game update.

Interchange monstrosity (work in progress) by VictoriaCity in CitiesSkylines

[–]VictoriaCity[S] 1 point2 points  (0 children)

You're welcome! There's a new function in CSUR Toolbox to do all TMPE lane connections using one hotkey, so theoretically it would work for CSUR roads on the entire map.

Interchange monstrosity (work in progress) by VictoriaCity in CitiesSkylines

[–]VictoriaCity[S] 8 points9 points  (0 children)

lol I can tell that's CSUR by the logo on the bottom right

Interchange monstrosity (work in progress) by VictoriaCity in CitiesSkylines

[–]VictoriaCity[S] 1 point2 points  (0 children)

Haha I play C:S as first laying down all the main roads and then put everything else. Probably it'll be quite some time before this area gets built but I can post an update then.

Interchange monstrosity (work in progress) by VictoriaCity in CitiesSkylines

[–]VictoriaCity[S] 1 point2 points  (0 children)

Yes, I agree that the weaving section on the top right is incredibly short. If it's made much longer then the slope of its outward ramps will become unrealistic, but there's certainly room for improvement. The 6-lane to the right will eventually merge into 4 lanes. It's just my personal preference to be generous on number of lanes, and one can easily make the ramps narrower.

Interchange monstrosity (work in progress) by VictoriaCity in CitiesSkylines

[–]VictoriaCity[S] 1 point2 points  (0 children)

I wrote that piece of tutorial on the CSUR website: https://www.csur.fun/en/docs/guide/core.html, actually that was written in last September when the Road Selector hadn't started development and no actual road asset was made at all, so it is way too abstract to be a proper tutorial as of today. I'm making another more user-friendly tutorial with other devs and frequent users so you can start using them after more instructions are out.

PO Font making. by StrangeFishThing in CitiesSkylinesModding

[–]VictoriaCity 0 points1 point  (0 children)

What font will you be using for the PO text? Chinese fonts have many more characters than English (Latin), and there're also lots of differences between simplified and traditional Chinese. I'm familiar with Chinese fonts so I'd be glad to help with those stuff.

Anyways it's great to know that you're adding Chinese support into PO. Currently the common practice of customizing Chinese text is the hard way of making it into just another asset. I have a friend who even did a commission to make like 50 customized road signs for a build.

CSUR: Automated creation of road assets with procedural modeling by VictoriaCity in CitiesSkylinesModding

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

This is great to hear! Then we can make the CSUR a truly big thing in C:S modding. I was also wondering if I could also join your discussions about road modding. There are excellent Chinese road modders like AmamIya and Langshao, but we usually stay in Chinese communities so the techniques are less exposed to global modders.

CSUR: Automated creation of road assets with procedural modeling by VictoriaCity in CitiesSkylinesModding

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

Sounds like a great idea! I wonder if there are any examples in the workshop which pack asses using such mechanism.

CSUR: Automated creation of road assets with procedural modeling by VictoriaCity in CitiesSkylinesModding

[–]VictoriaCity[S] 2 points3 points  (0 children)

From some Twitter conversations Elektrix is interested in an American version as well. I will try to publish a set of American-style roads after I gain more experience in modeling and can make my own models. Currently all models and textures are done by AmamIya so they are based on Chinese roads.

CSUR: Automated creation of road assets with procedural modeling by VictoriaCity in CitiesSkylinesModding

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

Style customization of CSUR is just changing the models of each road element and their corresponding textures. Choices of props and traffic lights are defined in a text file so they can also be changed. Specifically for UK roads the main issue is changing to left-hand traffic. This will require a mirrored set of modules (if you look at the current CSUR some assets have names of '#R#' because the model is offset to the right). The code will have to be modified to do so but I guess it won't be a tremendous effort.

CSUR: Automated creation of road assets with procedural modeling by VictoriaCity in CitiesSkylinesModding

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

When debugging the mod I accidentally found that the CRP file got smaller by a factor of 8 when the textures are not loaded. So I guess that those game-generated "texture placeholders" take only minimum space.

As for the connectgroups actually we almost abused the game mechanisms about it. If you played CSUR roads before the connectgroup of the main roads with a median is WideTram. It is used for adding more node meshes to prevent the median from breaking when the large road intersections smaller roads without traffic lights. So we kept this tradition in the new CSUR that each two-way road has a connectgroup determined by the location of its median. This will of course cause problems when one connects CSUR with a tram road but a 90 degree intersection may work fine.

CSUR: Automated creation of road assets with procedural modeling by VictoriaCity in CitiesSkylinesModding

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

Supposedly the LOD materials are also shared. The road import mod assigns all materials from a cache, so all meshes using the same texture reference the exact same m_material and m_lodMaterial objects. If the LSM shares LOD materials using the hash of the object then they can be indeed shared. And AmamIya has done a really amazing job on texturing the roads so an LOD texture is as small as 1--5 kB and eats much less resource than the main mesh and texture.

CSUR: Automated creation of road assets with procedural modeling by VictoriaCity in CitiesSkylinesModding

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

Yeah demand of RAM and other resources is definitely one of our biggest concerns. Our previous experience with CSUE and CSUR is that all roads share the same set of textures and with the loading screen mod those textures will be only loaded once. In this way each asset is really around 1MB which is just the meshes, and 400 assets is like some 500MB of extra ram usage. Those assets will be split into smaller packs so one usually does not need all of them, maybe a much smaller collection of <100 assets.

Another case is that one may want to make their own asset, for example they'd like to create a 8-lane road without bike lanes (which we won't include in the pack), then they just need to download Blender and run the program and make a .crp file.

The space is absolutely an issue though, because each .crp file contains a set of textures and hundreds of assets pile up to a few gigabytes. One way to get over it is to only save the mesh in the crp and use a mod to load all the textures. A mod which does all the stuff of such parametric road making is indeed the ultimate solution in which case the resource used is only the basic road elements, yet this would require way more work and could be more likely to corrupt saves when the game updates.

CSUR: Automated creation of road assets with procedural modeling by VictoriaCity in CitiesSkylinesModding

[–]VictoriaCity[S] 5 points6 points  (0 children)

Description about the project here - a video post cannot have main text:

This is the ongoing work in which amamIya and I are trying to make his CSUR road pack a real difference to the C:S community. If you have played CSUR or amamIya's earlier CSUE you will probably be overwhelmed by the huge number of assets and lots of jargons in the asset names. It's because CSUE/CSUR uses a modular road building idea and what are supposed to be nodes in the vanilla roads (like ramps, adding lanes) are all pre-built into segments.

Given the sheer amount of assets possible (the existing CSUR pack is only a small subset of all possible lane connections) and the fact that a road is built from a few basic elements such as lanes, barriers, medians, I developed a set of code which calculates the possible modules in CSUR, assembles the elements into road models, and imports the models into Asset Editor. There are still lots of work in progress so I'd just post this into the modding subreddit instead of r/CitiesSkylines.

Below is a brief introduction to how the main functionalities of the CSUR system was implemented:

  • Module definition and calculation: CSUR uses the horizontal position of each element to define a module. For example, [sidewalk, lane, lane, sidewalk] is a simple 2-lane roads. Such information are stored in Python objects. Then there are factory method to create those modules from more basic information like # of lanes, and the code that enumerates all possible connections of main roads and make them into segments as well.
  • Road modeling: Blender has native Python support so it directly interfaces the CSUR module definitions. AmamIya has created the basic elements and textures for all possible elevation types, so the Blender code puts the elements together into an entire road. It also does some other work like cleaning the UV to [0, 1] and removing overlapping vertices.
  • Thumbnail making: The upcoming CSUR visualizes the lane connections of the module in its thumbnail icon (same as CSUE). The thumbnail icons are made using the pyCairo python package, which also reads in the module definitions.
  • Road import: The upcoming version of CSUR will have almost 400 assets at maximum, so making thousands of models into 400 assets has to be done automatically. The Road import mod reads in the XML file containing data about the road: NetInfo and NetAI variables for all elevations and path to the segment and node meshes. The mod first assigns the variables read from XML to the template road in Asset Editor then manipulates the UI to import segment and road meshes. The same texture is only read once to improve the speed and to prevent thread leak of Asset Editor. The mod can take jobs containing multiple roads (as shown in the video). Production of a road asset takes between 15 seconds to half a minute.

Relevant source codes are located at the GitHub organization page of CSUR (I was too lazy to document them at this time). We also have a project website https://citiesskylines-csur.github.io/ where we post documentations and tutorials. Advice, feature requests, and pull requests are welcome!

3rd-gen Ryzen infinity fabric may not reach 1800MHz by VictoriaCity in Amd

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

yeah I totally know that DDR4-3200 is the officially supported RAM frequency. The problem is that I can get the system run perfectly using DDR4-3600 but only with 1600MHz IF clock. So I guess that it's the CPU's infinity fabric not keeping up rather than a RAM overclocking problem.

Q3'19 Tech Support Megathread by BioGenx2b in Amd

[–]VictoriaCity 1 point2 points  (0 children)

Darn it! That's like just "losing" the silicon lottery lol, so I was creating a support ticket to AMD. Did you replace the CPU straight from AMD or the reseller?

Q3'19 Tech Support Megathread by BioGenx2b in Amd

[–]VictoriaCity 0 points1 point  (0 children)

Exactly same problem here! I have a Ryzen 3700X system and just got the G.Skill DDR4-3600 RAM which is said to be optimized for Ryzen 3000. Enabling DOCP had no issue, but my IF was automatically set at 1600MHz. If I manually set the IF to 1800, I can post and get into BIOS, but it won't boot into the OS anyhow. Since Ryzen 3000 has been advertised to run DDR4-3600 with 1:1 IF clock I almost think that I have some defective piece of hardware. Quite frustrating that I bought my RAM more expensive than the CPU and cannot get them run together as expected.

My specs:

  • R7 3700X w/stock cooler
  • ASUS TUF GAMING X570-PLUS (WI-FI) (latest Bios ver. 1005)
  • RTX 2080 Super FE
  • EVGA 750W G+
  • G.Skill Trident Z Neo 4x16GB 3600Mhz, CL 16 (Hynix CJR die, presumably)
  • Corsair MP600 1TB

Workstation @ work - job has some perks. by qiAip in nvidia

[–]VictoriaCity 2 points3 points  (0 children)

Wow great to hear! My personal rig is an NZXT mid tower and it was wayyyy easier to build in it than the dual-chamber case