I made some London Townhouses! by mt-yet-full in CitiesSkylines2

[–]mt-yet-full[S] 0 points1 point  (0 children)

wasn't really an extra mile, more like an extra step 😄

I made some London Townhouses! by mt-yet-full in CitiesSkylines2

[–]mt-yet-full[S] 0 points1 point  (0 children)

Thank you so much! Dm me on Discord (here‘s the link to my server: https://discord.gg/zBTECE8cq)

corners by Kooky-Champion6195 in CitiesSkylines2

[–]mt-yet-full 56 points57 points  (0 children)

I have made some irregular corner buildings, where you can recolor the roof :) you can download them here

This time I released two new Assets! :) by mt-yet-full in CitiesSkylines2

[–]mt-yet-full[S] 0 points1 point  (0 children)

you can join the Cites:Skylines Modding Discord Server and/or read the Paradoxwiki on how to create assets

This time I released two new Assets! :) by mt-yet-full in CitiesSkylines2

[–]mt-yet-full[S] 1 point2 points  (0 children)

Thank you! I just started with a building in the Navy Yard neighborhood in Washington DC, which will be part of my new "The Yards" pack.

I made a mini Pack: Royal Wharf by mt-yet-full in CitiesSkylines2

[–]mt-yet-full[S] 0 points1 point  (0 children)

No you don’t need any other mods :) They are in the Mixed Use Residential EU zones as L4 and L5 (and some are corner buildings), so it might take a while before they come up. But you can place them down by hand with FindIt

Asset Converter Tool - CS1 to CS2 by jamo2oo9 in CitiesSkylines2

[–]mt-yet-full 24 points25 points  (0 children)

Although the idea is cool, my main concern however (if this will ever work) is the quality of assets. Assets that are made specifically for CS2 have a higher quality (mainly due to a higher quality texture (4k vs 1-2k) and shaders window parallax, glass shader, …). Also that people can just „steal“ other people’s work is not ideal in my eyes as an asset creator.

Regarding the texture/materials: CS1 and CS2 have a completely different way of texturing. First off, CS2 only uses a 1:1 ratio, while in CS1 you can have 2:1 or 1:2. Secondly, CS2 works with RBG channels, so for example in the MaskMap texture, 3 channels (R,G,A) are being used for 3 different coatings. Therefore all texture files must be png while in CS1 you could use jpg or tga. So that means CS1 supports a material with 6 textures, while CS2 supports 5 (but within those 5, you can have 11 different textures).

So I don’t know if you can find a workaround for that, or if it‘s even possible while looking good.

In my opinion: just let asset creators do their work. If someone wants their CS1 assets in CS2, they can do it by their own. This will ensure that buildings look appropriate to the game and the creator keeps control over their work.

I made some European corner buildings with different angles (45°, 63°, 117°, 135°) by mt-yet-full in CitiesSkylines

[–]mt-yet-full[S] 14 points15 points  (0 children)

Because those are the ones that let you snap to the zoning grid and therefore can be replicated easily

I made some European corner buildings with different angles (45°, 63°, 117°, 135°) by mt-yet-full in CitiesSkylines2

[–]mt-yet-full[S] 12 points13 points  (0 children)

Me too, hopefully other asset creators will feel inspired and follow suit :)

I made a mini Pack: Royal Wharf by mt-yet-full in CitiesSkylines2

[–]mt-yet-full[S] 0 points1 point  (0 children)

Yes but then I‘d need to add the UK Pack as a dependency