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Greetings everyone,

Today, let's have a look at the two biggest changes/new stuff happening on the Modding side of Cities: Skylines.
Let's get started on how the day/night cycle affects the Asset editor and user-created models:
After we decided to add this feature alongside the After Dark expansion, our first reaction was to ponder what would that mean for the ton of assets already created on the Steam Workshop. We knew it would be impossible to completely automate the process to lit those assets during night time, but we wanted to minimize and ease the amount of manual work required by content creators.
Our first step was to turn all prop assets which are expected to emit light into assets emitting light. Street lamps/poles (see below) and so forth are heavily used in custom assets, therefore it made sense to take that road, as it would provide a base lighting for all assets already using them.

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To allow more granularity to the lighting process of a building, we also added various light props such as wall-mounted and floors lights. Heck we even added a sub-category to the Common Props toolbar. Below is an example of how to properly mess up the night look of a residential building using wall-mounted lights, also features the new Light props toolbar.

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In order to visualize the asset both at day and night time in the Asset Editor, we replaced the previously existing slider Light rotation to control the time of the day. The lights toggling/animation logic are simulated in Editor just as they would be in-game, so the preview of the building for a given day time is accurate.

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The dynamic lighting was the first aspect to consider, but we also needed a way to get the windows to lit up therefore we added support for texture-based illumination using illumination maps.
Conveniently, we have had illumination maps all along (the _i suffixed images used when importing asset) but they have obviously been heavily underused as our themes only features day time until now.
It used to be the illumination map acts as a mask where a value of 0 (black) means no illumination and a value of 255 (white) means full illumination using the diffuse texture information.
We preserved this behaviour but squeezed the color value to range between 0 and 120 instead, where 0 still mean no illumination contribution from the diffuse texture and 120 means full contribution. We hereby freed the range 128 to 255 to allow windows to be lit randomly. A value of 192 means neutral, so if you want a building to be unlit at all times, the illumination map needs to be solid 192. The likelihood of a window to be lit at a given time and its intensity are randomized for values within 128 and 255, the closer the value is to a boundary the more likely it is to be lit and stronger.

As an example below is a residential house with its windows lit and diffuse, specular and illumination map composited next to each other.

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In this case, the UV mapping is such that the windows use very little texture space but you can see them clearly at the bottom right of each texture. Notice the illumination map value of unlit areas is 192.
Also, the specular map, while irrelevant to the lighting is shown in the picture as it is worth noticing in most cases, if you have already created a specular map for your asset, you already have a base windows mask to derive from when creating the illumination since windows are usually reflective and you have already cranked up the specular mask color.


Next, let's talk about a brand new feature which affects both content creators and players: District styles.
After shipping the free patch introducing the European theme and buildings, a rather high demand for these buildings to be made available in all themes rose from the forums. It was not done as such because of both technical and visual motives:
- memory usage would have gotten very tight for our user with minimum system requirements and we did not want to break the game for them.
- Buildings have specific requirements to tie-in with corner buildings and we would have needed to redo the entire stock buildings set to scale with the wall-to-wall and corner buildings feature. That obviously was not a viable option.
Coincidentally, another pretty highly requested visual feature was the ability to set a policy which would define the look of a district.
While we did not feel comfortable making this feature a policy as policies should have an impact on gameplay and not purely on visuals, we did add an option to select what we call "Styles" from a new Dropdown component in the District info panel.
We added a default building set with the European buildings and when enabled in the Content Manager, it will be available in the game dropdown.

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Once a style is set to a building, it will start using/replacing buildings from that style matching the level and density requirements for spawning hereby you can have a European style district in your city.
The screenshot below shows European buildings in the good old Los Santos map which is built on a tropical theme.

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This is pretty cool but here is the good(er) news: content creators can also create and share their own styles on the Steam workshop.
In the Content Manager, there is a new section called Styles and you can create a style to which you can add any building uploaded to the Steam Workshop.

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Provided you include buildings which covers all levels and densities used in the game, you will have a fully customized look for a given district \o/
We can't wait to see what new amazing combinations you are going to come up with!

That's it for today.
Thanks for your time reading this diary, it's back to coding for me, there is still some work to be done :)

/damsku
Technical Director @ Colossal Order
 
Agree here, colored illumination maps can give some great effects and not having them would be a missed chance. I think the best solution for performance and flexibility would be to have the current greyscale version and for buildings that need it, allow for RGB illumination maps.
 
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I've got an idea for a workaround... but at the cost of texture space and assuming the illumination works a certain way when you use an alpha map.

Question to the devs : if part of the illumination map puts light on a portion of the texture that's supposed to be transparent... what will happen ?
 
@co_damsku Really glad to hear that Building styles are going to be in the update but please please make it so you can select multiple styles for a district and also a city wide selection that can be chosen when starting a game. The current mod that does this is basically perfect, the way you've implemented it now is basically a step backwards.

Also considering the load times when subscribed to a lot of workshop items (I took a shower while waiting for my save to load) can the devs please look into only loading assets once they are being used in the game, I like to build my cities with a certain theme so about 80% of my's subscribed buildings are never used most of the time. I would be happy if when I first loaded the game a place holder is being shown and then lazy loading building models textures etc.
 
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@co_damsku Really glad to hear that Building styles are going to be in the update but please please make it so you can select multiple styles for a district and also a city wide selection that can be chosen when starting a game. The current mod that does this is basically perfect, the way you've implemented it now is basically a step backwards.

Also considering the load times when subscribed to a lot of workshop items (I took a shower while waiting for my save to load) can the devs please look into only loading assets once they are being used in the game, I like to build my cities with a certain theme so about 80% of my's subscribed buildings are never used most of the time. I would be happy if when I first loaded the game a place holder is being shown and then lazy loading building models textures etc.

This just reminded me of simcity 3000's little cubes when the game was loading buildings.
 
@co_damsku Really glad to hear that Building styles are going to be in the update but please please make it so you can select multiple styles for a district and also a city wide selection that can be chosen when starting a game. The current mod that does this is basically perfect, the way you've implemented it now is basically a step backwards.

Definitely two steps backwards. In vanilla game it should be possible to assign at least two (2) themes for district.
 
@co_damsku I just noticed another important thing. Please make sure that the styles feature also works with small buildings (like only 1x2 buildings). The current spawning algorithm requires buildings of all footprint sizes.
 
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Hey, very nice update and expansion, but what about the Content Manager?

There are lots and LOTS of items in the workshop. I'm not a mod-heavy player and I have hundreds of downloaded items regardless. The Content Manager *still* doesn't provide any reasonable way to deal with many items at once, not even a simple switch to disable all the custom content! The manager also tends to get really laggy when the item count increases above just a few dozen, and it doesn't help with having to scroll through a long list to make sure that every asset is enabled/disabled according to our needs. And with every update of a workshop item, its on/off state is reset, because the game sees it as a completely new asset.

I already discussed these issues in this topic, but I guess noone noticed. I suggested things like ID-based content management, a setting if newly downloaded assets should be enabled by default, "enable/disable all content" switch (along with switches for each category), a search box to quickly find any new or specifically named assets or those from a specific author or category, and the ability to organize content into folders or groups. Those things aren't anything difficult to code, and would make the lifes of us - players and content creators alike - a whole lot easier.

Thanks in advance for considering the above.

See my reply. Sorry I missed your post. :)
 
Very simple question. Are we gonna be able to mod the traffic lights? I'd love to not have nearside signals, as well as different types of signals.
Small thing, but I really would like to change this.
 
like you checked some source code or some save game? (could you give my save from the other thread a shot or something similar?)
i watched out for shop07 which is a pretty visible lower density building and saw it only in two colors. (blueish and brownish / i think there should be greenish and redish too)
if you're right this is the best change! :>
 
like you checked some source code or some save game? (could you give my save from the other thread a shot or something similar?)
i watched out for shop07 which is a pretty visible lower density building and saw it only in two colors. (blueish and brownish / i think there should be greenish and redish too)
if you're right this is the best change! :>

As was said, the variation system was broken for some cases, so spotting a building in different colors is not a clue, we'll have to see for ourselves if it's ok or not o_O
 
... we'll have to see for ourselves if it's ok or not o_O
can someone confirm it's unchanged?
i'm not to sure what you mean? thats what i asked (ppl who have early access) for?

there were/are ppl with early access who were/are able to check for days. it's no mystery

i watched some of those ealy access AD streams on twitch and noticed only 2 instead of 4 colorvariations for a rather noticable building.

by boformers post i still think it is fixed. he should have early access too. just didn't understand his "i looked at a few records".
 
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i'm not to sure what you mean? thats what i asked (ppl who have early access) for?

there were/are ppl with early access who were/are able to check for days. it's no mystery

i watched some of those ealy access AD streams on twitch and noticed only 2 instead of 4 colorvariations for a rather noticable building.

by boformers post i still think it is fixed. he should have early access too. just didn't understand his "i looked at a few records".

Problem is that the color variation bug mostly applies to high level buildings... most low level ones were always ok, most mid level weree able to grow two different colors, no top level building could grow any color variation.

If someone spotted a lvl5 building growing two different colors it would be a good sign.
 
well we are moving from proof to speculation again.
we don't have to speculate and that wasn't my intention at all.
it can be tested and i asked for a test. i'm not to sure what we're even talking about atm :D

Problem is that the color variation bug mostly applies to high level buildings... most low level ones were always ok, most mid level weree able to grow two different colors, no top level building could grow any color variation.

If someone spotted a lvl5 building growing two different colors it would be a good sign.

No? eg only lvl 1 lower commercial works. so like 66% of all low commercial buildings don't. what do you mean by "most low levels were always ok". 33% is neither most nor ok!
its the same across the board. how does it mostly apply to high level buildings? (only cause they have two more levels which are/can be broken? sure...)

anyways i'll wait for some further confirmation cause you confused me, zed =/
can you send me a msg when you had a look at it? (i guess you didn't had early access)
still hope boformer had early access and is right.
 
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