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KR153

Captain
Aug 15, 2014
343
106
Since I still had all the original files from my older CXL models I converted them last night to fit into CSl specs. The result was..., well see for yourself.
I noticed that I forgot the opacity map and I know I can bake the textures to add a lightmap to the new models as well to make them look a little less like plastic models.
However, what happens to the colours and the normal map is a mess. Where direct sunlight shines on, every detail is burned, the normal map doesn´t "punch out" anything...
http://imgur.com/lAb7mgk
http://i.imgur.com/eCcWsRq.jpg
http://i.imgur.com/NFegFuK.jpg
http://i.imgur.com/0SWYpuV.jpg
http://i.imgur.com/OSn5EG8.jpg

The above is CSL, below CXL. Screenshots are unaltered.
I´ll run some test today with the normal map and other stuff, but I don´t expect any wonders. Suggestions are always welcome.
 
Oversaturation is a factor, yes. But look for example on the "GAME" billboard on the first picture. I had a nice detailed texture, together with the normal map it looks really nice, structured. In CSL it just looks like a simple, cheap painted panel.
 
Oversaturation is quiet a problem, especially on roofareas. A dark grey rooftexture apears allmost white ingame. Play around with the brightness of your textures, it help a bit.

Just wondering Zed68, as you have so many Post here, why is every post I create invisible, until a Moderator "aproves" it? is this normal? Does this end at some point? Sry for oftopic :(
 
I think they still look good :)
I also have been playing with LUTs..and they make a great difference, although I admit, not enough to achieve the same results as CXL.
Another thing is lighting direction. There are already some mods that allow to control position of the sun in the sky... it also helps.
 
@KR153 So happy to see you, @Ole and few other CXL regulars in here....loved your work in CXL, can't wait to enjoy them in CSL too...!

I agree with everybody: imaging and colors always appear over saturated, washing out texture and detail....is it to save on game engine rendering and/or processing as there is a ton of "things" going on here...BUT...

I always end up asking the same question: "If other games can have incredible detail, then why doesn't CSL...?"

I'm sure there is a logical explanation but have not seen one as yet...

Regardless, I know you guys will get it figured out....and those who never stepped into CXL have no clue what you guys are bringing to the table....eventually.... :)

Best always!
 
man i wish we could mod OUT CSL strange color scheme, its totally not color correction either, it just over all adds this blurry saturated look to everything, and iv tried so many diffrent color correction settings and nothing get it looking as good as cities XL.
I wonder if anyone could get some shader overrides working like ENB
 
Oversaturation is quiet a problem, especially on roofareas. A dark grey rooftexture apears allmost white ingame. Play around with the brightness of your textures, it help a bit.

Just wondering Zed68, as you have so many Post here, why is every post I create invisible, until a Moderator "aproves" it? is this normal? Does this end at some point? Sry for oftopic :(

Under a certain number of posts if you include images the forum will need moderator approval (this is to be sure you're not a troll posting inappropriate material".

Welcome aboard, man. :)
 
crazy scalings look at the cars :D

OSn5EG8.jpg
 
@Zed68
Something is wrong with scale in CSL. Compare height of car with height of floor in building - look at entrance of building at the corner.

... and I said that you have to compare the size of the cars in CXL to the size of the streets. The cars that look ridiculously small in CXL. SO yes the buildings will need rescaling, because they were too small at first because CXL's scale was wrong, not because CSL's scale is wrong.
 
Since the I designed that buildings for CXL the scale for it is correct. Originally they have a ground measure of 40x40m. For testing purposes I didn´t took the time to scale them correctly and after the first look, I don´t even want to anymore.
Scale is the very least of my concerns, that is something you can find out through trial and error. But I won´t adjust my texture´s colours to that totally perverted colour scheme of CSL. I worked hard on that textures, their colours are perfect. If they are shown that way in that engine, something is wrong with that. To me it is that simple.
 
I worked hard on that textures, their colours are perfect. If they are shown that way in that engine, something is wrong with that. To me it is that simple.

It seems we need to wait for mod allowing us to control Unity3D light system parameters like:
- sun light settings
- ambient light settings
- fog color and intensity
- skybox settings
- AO settings (if AO is used by CSL)

Using mod which allows to controll sun light intensity I noticed, after setting sun light to lowest value, that ambient light level is quite high. It was especially noticeble on buildings. It can be one of the reasons of weird light in CSL.