- #Cities skylines all workshop items not under assets generator#
- #Cities skylines all workshop items not under assets mod#
- #Cities skylines all workshop items not under assets full#
- #Cities skylines all workshop items not under assets software#
- #Cities skylines all workshop items not under assets windows#
CompletedĪctive for buildings which have completed being constructed. Likely active for buildings during disaster evacuation. Likely active for high density residential and commercial buildings. Likely active for buildings which are operating at a reduced rate. CapacityStep1 (First Half Filled)Īctive for buildings which have their capacity at 50%, such as cemetaries, landfills, snow dumps, warehouses, or processing facilities. Likely related to vehicles leaving the building. Likely related to vehicles arriving at the building. Likely active for buildings which will not change their height based on water level changes. Likely active for buildings which cannot be clicked by the user. CustomNameĪctive for buildings which the user has renamed. Likely active for buildings which were on the map originally, not created by the user.
#Cities skylines all workshop items not under assets mod#
There are many flags and their use is not always obvious so their descriptions might be incomplete or not relevant in all cases.īy default, not all sub-mesh flags (conditions) are visible, use the sub-mesh Flags mod by TPB to show all flags in the asset editor UI.Īctive for all created buildings. You can add additional meshes as sub-meshes, which appear only when specific conditions are met, for example - the vanilla landfill uses multiple sub-meshes to display how filled up it is.įlags are required and forbidden conditions, which determine when the sub-mesh shows up. If you just imported a building for it to be used as a sub-building, you need to reload the game for it to be properly loaded and available as a sub-building. Sub-buildings don't grow on growables, they are only visible if the growable is plopped manually. The fixed height option makes sure the sub-building stays the same height even on uneven terrain. This is useful for multi-function buildings or adding a part using a different shader. Unlike props, they are not references to another asset, they actually get embedded and saved into the main building asset. You can add other buildings as sub-buildings to your main building. Once a sub-building has been added, you can change its position precisely. Source files of an example building ready for import. Do not use the "Smaller File (8-bit)" feature in the Photoshop Export As window, as that creates an indexed color image, not an 8 bits/channel one. Make sure the texture is 8 bits/channel because a 16 bits/channel image can't be imported.
The game supports other formats as well, but there is no reason to use another one, it doesn't matter how much your texture is compressed or even if it's completely solid or complicated, the game will convert it to a DXT format, so the final size won't be affected by anything other than resolution. If you don't import a normal map, it will default to a flat normal map - no bump.
#Cities skylines all workshop items not under assets windows#
High specularity and normal map don't work well together because of the compression, so you might want to paint over your windows and other shiny parts with a solid color before generating a normal map or paint over these parts 128,128,255 on the final normal map.
#Cities skylines all workshop items not under assets generator#
The normal map generator should be set to +X +Y, which means no color channel inversions are required.
#Cities skylines all workshop items not under assets software#
This can be made from the diffuse or a height map (brighter colors will look extruded out more) using a normal map generator online, a photoshop plugin like xNormal, or standalone software such as CrazyBump. Image shows the same flat normal map on faces with different UV rotation/flip.Īlso sometimes called a bump map, adds fake depth or form by affecting how the lighting appears. Problem: default normal map value is 0.5, which isn't possible by using 127(left) or 128(right). If you don't import an illumination map, it will default to no illumination.
Illuminationīuildings can have two different types of illumination - diffuse contribution illumination in the 0-120 range, which is almost never used, and random night window illumination in the 128-255 range, which is what most buildings use.
#Cities skylines all workshop items not under assets full#
If you don't import a color map, it will default to full color, but the "use color variations" setting must be enabled for the colors to appear. The diffuse will get multiplied by the color variation, that means the resulting color will look darker than the original diffuse. White means fully affected and black means not at all. Colorĭetermines which parts will be affected by color variations. If you don't import an alpha map, it will default to fully opaque or fully visible. Semi-transparency is not supported, you need to use the rotors shader for that. Gray values may affect how it looks from a distance or at an angle.
Transparency, white means opaque or visible, black means transparent or invisible. Using lighter values for the invisible parts will decrease the chance of small details like railings disappearing completely.