Cities: Skylines

Cities: Skylines

Coosbay Theme
39 条留言
Stalker 2023 年 6 月 11 日 上午 3:20 
What I love about this theme is that it disguises resource painting which is fine on some maps but is an embarrassment on others. Thank you, Veccy.
Praskovya 2022 年 5 月 31 日 上午 10:53 
Coos Bay Oregon is one of the most weird and evil places I have ever been to. And Ellensburg WA.
VecchioChristo  [作者] 2020 年 9 月 5 日 下午 10:14 
Yes
toby6_73 2020 年 9 月 5 日 下午 3:36 
Coos Bay Oregon? Hello from Eugene.
VecchioChristo  [作者] 2020 年 4 月 6 日 上午 11:44 
You might try turning off unused assets or assets your pretty sure you wont use in game
^4DrJulien 2020 年 4 月 6 日 上午 6:04 
Deleted my comment. I had an error but it's probably because I didn't subscribe to the other asset required for this.
Also note you need to quit the game completely to load a new theme.
I use the environment changer mod and if you switch from one to the other in the same game session tons of assets will fail and the game ultimately crash

PS Stunning graphics on terrain
Now, I think I get 5FPS with my modest nvidia GTX970. any tips to optimize?
VecchioChristo  [作者] 2020 年 4 月 4 日 上午 6:28 
There is nothing unique or different about this theme other than 4K images, over 3000 people are using it and I have'nt heard of any issues.
Owlchemist 2020 年 2 月 29 日 下午 2:14 
Mmhm, I just use decals to pretty up any areas I wanna zoom in on anyway.
VecchioChristo  [作者] 2020 年 2 月 29 日 下午 2:13 
The game will only accept 2k images for textures with normal maps and 4k without. They should be at least 8k to reduce the up close blurring. So I had a choice accept repeating patterns or bluring up close. I chose blurring as the lessor of 2 evils
VecchioChristo  [作者] 2020 年 2 月 29 日 下午 2:09 
I do that because I absolutely hate repeating patterns. The only way to minimize that is to make the repeats as large as possible. Repeating patterns to me appear very amateurish and look awlful
Owlchemist 2020 年 2 月 29 日 下午 2:03 
You bet. I like that your map themes are a little different around here. Most themes aim to look real crisp and sharp zoomed in close but don't look very interesting when zoomed out. Yours is basically the opposite, but since the camera is pulled back most of the time anyway, I'd say it's a good compromise.
VecchioChristo  [作者] 2020 年 2 月 29 日 下午 2:00 
I dont know, Im making a new map and theme based on switzerland as we speak, I will pay attention to that. Thanks for your input!
Owlchemist 2020 年 2 月 29 日 下午 1:59 
...since you're asking me about it, I'm getting the impression you didn't experience this problem then? That's what I was trying to isolate at the moment: if this is a "me problem" or somewhat common.
Owlchemist 2020 年 2 月 29 日 下午 1:58 
Trying it out right now. It still seems to be happening on that one, however it's less noticeable (perhaps due to the colors used). One oddity I've noticed is that the road edge flickering is mainly only present on the innermost 3x3 map tiles. When I look at the highways way out in the outskirts, they're fine. Baffling.
VecchioChristo  [作者] 2020 年 2 月 29 日 下午 1:42 
I've made 2 themes since, and it might be in how the transparency of the "ruined map" is configured. Just as an experiment load my "Toulouse Mission" theme and see if it still does it. I'm not suggesting you use it , just as an experiment! The toulouse mission ruined map has its tranparency set up different
Owlchemist 2020 年 2 月 29 日 下午 1:28 
Overlapping textures, causing a flickering. Sorta hard to demonstrate in a still image, but.... https://imgur.com/a/XSKsZwK

The edges of the road conflict with the map textures. This happens for quite a few other themes too, so it's hardly isolated to just this one. Though a few are flawless, not quite sure why (an example of one that I don't have this problem with would be: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1563615983 )
VecchioChristo  [作者] 2020 年 2 月 29 日 下午 12:58 
what do you mean by "z fighting"?
Owlchemist 2020 年 2 月 29 日 上午 10:34 
This is by far my favorite map theme. Only problem is I get a ton of z-fighting around the edges of the roads using it, though that is not specific to this theme. I get it with a few map themes, but sometimes not at all with others. Looking closely at your screenshots it sorta looks like you maybe avoided this problem though? Any tips on how?
VecchioChristo  [作者] 2019 年 7 月 6 日 上午 1:51 
Thank you very much for your comments!
lukegrossmiller 2019 年 7 月 6 日 上午 1:26 
Echoing someone farther down in the thread, I haven't seen anything like this in CS before. Its incredible... and not just because I live in Eugene and have been to Coos Bay a few times either. I use the theme mixer mod and the oil and ore textures from "NotSoRocky Hills". The oil is a little swampy looking, the ore becomes barren mountaintop area. Looks great. Thank you for your work VecchioChristo. I am having fun with what you've made here.
Evangeline 2019 年 7 月 2 日 下午 3:06 
Thats great to hear ! im sure they will look amazing. and yea, agree with you on the old stuff, ive dedicated my workshop to modeling out older vehicles (and old vehicles that never were)
VecchioChristo  [作者] 2019 年 7 月 2 日 下午 3:01 
Kind of depends on what info I can get. Im online googling and looking at library of congress data . The Historic American Building Survey has a section on engineering and boats I'm crawling through all that stuff. Sometimes I find stuff fast and sometimes its like pulling teeth. I prefer older stuff, I find it far more interesting!
Evangeline 2019 年 7 月 2 日 下午 2:53 
sounds great ! will these be from the 1900's till 1960's or more modern ? (im intrested in this as im making a city set in the 1950's)
VecchioChristo  [作者] 2019 年 7 月 2 日 下午 2:46 
Thanks, appreciate your input. Now I'm working on some fishing vessels and a coast guard cutter.
Evangeline 2019 年 7 月 2 日 下午 2:39 
Hah. Yea i understand that, at some poibt you gotta finish it. very fine work regardless, i can see a lot of time and a lot of experimenting went into this !
VecchioChristo  [作者] 2019 年 7 月 2 日 下午 2:34 
I think its the gravel that's picking up discoloration from the ruined. that could probably stand some refinement. But as I said I spent months on the texture and map and after a while You gotta fish or cut bait. I decided not to let the "perfect become the enemy of the good" or whatever that saying is!
VecchioChristo  [作者] 2019 年 7 月 2 日 下午 2:31 
Thanks for your input. I made oil and ore textures, I experimented with litterly 100's of variations. I spent months working on this. In the end I just thought they detracted from the whole. So I choose the lesser of 2 evils and just left them out.
Evangeline 2019 年 7 月 2 日 下午 2:13 
Actually i thought they moved CS over to Unity 6, but i may be wrong in that regard.

Either way yea, i understand the choise you had to make, its partly game limits and an artistic choise, i actually think you made the right call to not increase tiling as it just makes the terrain look repetitive, the texture is just amazing when zoomed out and looking at the big picture. so much variety in terrain yet so few visible repetition.

My only two suggestions would be using the dirt and ruined textures for ore and oil resources as well, as those resources can be painted and 'smoothly' blended into the terrain like the sand texture, that way you can maximise customisability and make certain areas look nicer. That as well as using a different texture for asphalt/pavement than vanilla, as vanilla aphalt/pavement has some nasty discoloration going on.

But of course, this is your asset, just my two cents, again, amazing work, i will definitly be using this theme from now on.
VecchioChristo  [作者] 2019 年 7 月 2 日 下午 2:00 
Considering texel density, terrain should have 8 or 16k textures. Unity 5 which is the game engine CS was made it max's out at 2k if you use normal maps.
VecchioChristo  [作者] 2019 年 7 月 2 日 下午 1:48 
You think about it, a 2k or 1 k texture is generally used to cover an object the size of a house or building. The map itself uses this same size texture to cover several kilometers of area. I could have increased tiling but then you just get repeating patterns. If a texture has any interesting features or details there is no way to illiminate repeating pattern so I made them cover as large an area as I could.
VecchioChristo  [作者] 2019 年 7 月 2 日 下午 1:39 
Thanks, 2 reasons the cliff textures are low res to the eye. Cliff and sand can only be 2k if you use a normal map. Cliff has to have a normal map other wise its just not effective. So if you want texture, 4k is out. Second reason is I choose to cover nearly as large an area as possible with in the game so as to reduce tiling. I absolutly hate tiling. So I choose to reduce repeated patterns over resolution. I don't like it either but ya gotta work with the medium.
Evangeline 2019 年 7 月 2 日 下午 12:03 
man, you have done something that as far as i recall hasnt been done before. altough the texrtures look kinda low res up close, the amazing blending at range and at angles really make up for it, this map theme amazes me. well done.
VecchioChristo  [作者] 2019 年 7 月 1 日 下午 5:51 
Thanks a lot for all your comments!
Gustavo Marques 2019 年 7 月 1 日 下午 5:39 
This map theme is simply amazing! You could have used the oil or ore for some dirt textures, but either way great map theme, I love it.
VecchioChristo  [作者] 2019 年 7 月 1 日 下午 12:50 
grass and ruined are 4k, you're limted to 2k on textures with normal maps. so sand and cliff are 2k with 2k normal maps. There is no variation for oil and ore, I made them the same as grass. I was trying to make a visually appealing map and I just didnt like the look of the ground suddenly changing.
alborzka 2019 年 7 月 1 日 下午 12:36 
Wow nice! Are these 4K textures? Some more details would be great :D
rlas 2019 年 7 月 1 日 上午 10:22 
Oh Coos Bay is a real location? I didnt know that. Thought his was fictive :o
VecchioChristo  [作者] 2019 年 7 月 1 日 上午 9:52 
No they are sand dunes. Look on Google Earth Coos Bay has a large sand dune recreation area.
rlas 2019 年 7 月 1 日 上午 9:45 
is that ice in the 5th pic? :o