Cities: Skylines

Cities: Skylines

Sydney Buses O405NH "Citaro"
26 条留言
jq371 2020 年 6 月 3 日 下午 9:38 
Thanks again.... im walking away feeling stupider than ever hahaha. but i really do thank you so much for all of your help.
Robert  [作者] 2020 年 6 月 3 日 上午 3:36 
no problem, that's fine. two more details that I skipped assuming you already knew, your files have to be in the Import folder that all the dumped files were saved (usually C:\Users\[your user name]\AppData\Local\Colossal Order\Cities_Skylines\Addons\Import) to appear in the file directory in the editor. F7 to open/close the ModTools console. You would need to have installed ModTools to dump the asset in the first place.
jq371 2020 年 6 月 3 日 上午 3:17 
ah thankyou so much.... i really appreciate everything you have written to help me out, but i think i just have to concede it is all above my head. I'll try looking at more youtube videos and see if i can get it to sink in. i click on the submesh but cant see mine there then i dont even know where the scripting of anything is hahaha... once again thankyou so much... im sorry i wasted your time but i appreciate you trying to help me through it....
Robert  [作者] 2020 年 6 月 3 日 上午 2:40 
Okay.. I did tell you you might need to re-apply the script. I went and checked myself and it does appear like the signs are not visible when you first load in.

Asset editor > new > use the original template, scroll down the submeshes you'll see "sydcitarorightadd" and "sydcitaroleftadd" those are your right and left hand drive route submeshes. click on the name and replace them with yours. Then copy the vehicle submesh script here into notepad:
https://gist.github.com/ronyx69/97a8efae47d6828f01d7d0ab8189fd73
You'll need to modify the values so that it stays on 24hrs (start and end time 0.0). Right hand submesh = 2; left hand submesh = 3. Run it again for submesh 4 to re-apply it to the brake lights just in case. Copy the modified script from notepad one submesh at a time, paste them into modtools console and hit enter. Should light up. Then save the asset, close and re-open the game, test it in a save. Can't do much more to tech support ya bud, good luck.
jq371 2020 年 6 月 2 日 下午 11:39 
Hi Robert, Thanks for your help and the info... i cant get it to work for me. im not sure where im going wrong but spent the day trying loading and trying and loading and trying haha. When i try to add my edited sub mesh it ends up affecting the actual base model and then i have no destinations showing on any model, the original or the new one im trying to create.
Robert  [作者] 2020 年 6 月 1 日 下午 10:22 
I haven't dumped it myself.. the additive ones may not have an LOD+LOD texture, as the script is supposed to remove it, but maybe it auto-generates one anyway.
Robert  [作者] 2020 年 6 月 1 日 下午 10:20 
contd.
- The vehicle is asymmetric - contains 2 versions, for left-hand and RHD. In the asset editor you'll need to specify when they appear. From the dump you'll have two versions to keep organised. If you are only going to use left or right, you could not worry about this, but identify which mesh is which.

Make your new diffuse, give it an easy to organise name, make copies of the meshes that match its name as explained, create a new vehicle, use the original as the template. That loads in all the submeshes and should apply the additive shader script. Find the route indicator submesh and replace it with yours. Maybe need to reapply the shader script (find it in cslmodding.info), done!
Robert  [作者] 2020 年 6 月 1 日 下午 10:10 
Hey, no worries playing around with it at all.
Changing the texture is the easiest part, just find the diffuse texture (file ending in _d) that has the route numbers on it. There will be two of them that appear the same, modify that and you're on your way.
The hard part is reassembly in the Asset Editor :P

- They'll have a weird long filename like 1516210605_blahblahblah. Not necessary when reassembling, rename them for your sanity, as long as the elements have unique name prefixes when imported (e.g. route467.obj, route467_lod.obj, route467_d.png, route467_lod_d.png). When you make a new route number submesh, make a full copy of all the associated files - the main mesh obj, the mesh LOD obj, the texture png (additive only uses diffuse, _d), x2 if you want left and right versions..
jq371 2020 年 6 月 1 日 下午 8:56 
Hi Robert, I use this model in my city and love to get down on street level and ride in the buses from street level. But the one thing that i wish for is that each of the buses i have assigned to each line had the destinator and route number of the bus instead of all saying City 467.
I have tried dumping the asset and working with the files but i have no idea how to enact that altered sub mesh into a new model. if you have time and dont mind me also playing around with ur creation, could you provide any tips on the best way to adjust the desinators? many thanks Ky
Robert  [作者] 2020 年 3 月 7 日 上午 5:12 
do not modify the illumination textures, to be clear.. I included them because it defaults to black if you don't provide one, which would make the ads get treated like indicator lights.
Robert  [作者] 2020 年 3 月 7 日 上午 4:47 
(contd.) You'll need to add both submeshes to the asset, and use the submesh condition for left hand drive to make sure the correct one appears.

If you want multiple ad variants, just make copies of both the FBXs and the texture files with their own unique names, and repeat the process, saving additional assets. If you want to hide one of those ad positions, include an alpha texture (e.g. citaroadleft_a.png) which is white with black over the parts you want excluded. You have my permission to publish them on the workshop if you're happy with them.

Feel free to message me if you have some but not too many questions. :P
Robert  [作者] 2020 年 3 月 7 日 上午 4:46 
Part of the reason I hate the idea of adding ads is what ads to pick. I'm not going to do it, but I have taken a few minutes to make it as easy as I can for you to do it yourself.

https://drive.google.com/open?id=1ryXyzkN47X8jNgnrIFMpp3G60rQHMyc9

The best way to do this is by adding a submesh to the vehicle in the asset editor, rather than modifying the original mesh.
In this google drive link you'll get two FBX files, for the left-hand and right-hand drive, two diffuse and illumination texture files with placeholder text and guidelines, and two pictures from Blender for reference. You don't need any 3D modelling skills, just edit those texture files with the ads you want, copy them to your import folder (username/appdata/local/colossal order/cities_skylines/addons/import, usually), open the game and add them to the bus as submeshes in Asset Editor, save it as a local asset variant.
AeonKeks 2020 年 3 月 7 日 上午 4:00 
Adds to the immersion in my opinion (badum tish). I've tried playing around with different models to teach myself, but I'm an absolute potato at it.

If you don't like ads, how about modifying this to make a a couple of different year models? Would love to see some variety instead of the same bus everywhere.
Robert  [作者] 2020 年 3 月 6 日 下午 10:22 
Don't you think it'd be nicer to live in a world without ads, though? 😄
AeonKeks 2020 年 3 月 6 日 下午 5:58 
Hi Robert, Could I please request a few different versions of this bus - By this i mean the same bus with some different advertisements down the side/back? I'd love to do it myself but it's well beyond my skill level to edit assets.

Fantastic vehicle, has been added to my collection.
龍少 JON 2019 年 6 月 3 日 下午 10:19 
can you make the B-line double deck train as well thanks!
Agent82 2019 年 6 月 1 日 下午 4:46 
can you make a sydney fire engine and ambo , you are the king
Soul 2018 年 11 月 25 日 上午 6:12 
i dont understand how these trains is going off the tracks & onto roads like this but i'm into it so feel free to make some more. i recommend your mods to everyone in my ward & they all agree i need to leave them alone
M_A_K 2018 年 10 月 18 日 下午 2:58 
YES BROTHER!
thank you kindly!
VNDK8R 2018 年 9 月 30 日 上午 4:20 
Love it! Great to see more Aussie content on the workshop. Keep it up mate.
Robert  [作者] 2018 年 9 月 28 日 上午 1:42 
I agree, I squished all the solid colour surfaces to make room for all the stickers, so the sides and back are not as textured as I would like, but I think I would have had to bump it up to 2048x2048 to get more room for that detail, which would make it much bigger. Thanks!
老爸 2018 年 9 月 28 日 上午 1:21 
Could do it better in detail. But anyway a very good work!
Two Dollars Twenty 2018 年 9 月 19 日 上午 12:42 
AMAZING!
Robert  [作者] 2018 年 9 月 18 日 下午 10:10 
Thanks!
I'd love to do QVB, and I already have some diagrams that would help me make it. Will get to it eventually, but I'm quite slow, only do this in my spare time. :)
mytake6969 2018 年 9 月 18 日 下午 9:10 
hello Rob, I'm picking your cool thing! Actually I lived Sydney around 1999 to 2000,
Recollect that time and feel nostalgic,

by the way Can you build QVB ? when you have time
jq371 2018 年 9 月 18 日 下午 3:21 
oh yay, very nice... thankyou so much for these..... my whole city is in for a fleet change.. :) :) :)