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Well I got my train into Train Fever. It's not completely done, more like a proof of concept kind of thing. But it's working. :) Hoping custom trains will be possible in Skylines too ;)

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Well I got my train into Train Fever. It's not completely done, more like a proof of concept kind of thing. But it's working. :) Hoping custom trains will be possible in Skylines too ;)

View attachment 114895

I like how much better the train looks than the actual game :p nice work!
 
Really nice work OlaHador. As I had said before, the texturing is spot on!

I especially like the reflection/material/glossyness in the windows, really looks like a well kept / out of the factory modern train.
 
Thanks guys. :laugh:

I made the windows very reflective, while the fuselage itself is slightly reflective. I've worked hard to make it look as close to the real world counterpart as I possibly could. Still some details to add before the model is 100%. I hope I can get some time to complete the mod this weekend. No promises though.

Most of the trains running here look like they're cleaned on a daily basis. You hardly ever see a dirty Flirt around here. Quite impressive.

[video=youtube;DM3OaxzIsZ0]http://www.youtube.com/watch?v=DM3OaxzIsZ0[/video]

[video=youtube;L9VhpT2cyH4]http://www.youtube.com/watch?v=L9VhpT2cyH4[/video]

[video=youtube;cQsIBi5auR0]http://www.youtube.com/watch?v=cQsIBi5auR0[/video]


I hope the modding part for Cities Skylines will be more streamlined than it is with Train Fever. It's not impossible, but it's a whole lot to think about, jumping in and out of folders since they're all scattered all over the place.

Here's the raw recording of a brief look at how I made the Flirt into the game.
[video=youtube;mFquueJxuLM]http://www.youtube.com/watch?v=mFquueJxuLM[/video]
 
It's good to have pride in your work like that OlaHador! You obviously worked hard on that train, show it off I say, especially since it will be relevant to CSL modding in the near future. :happy: That said, I think it's my turn next:

8afcd250764ca3456f953fc1bab3d051a8dcb6a547.png


8afcd250769537aca028a7a234e2cbda44039e4cb3.png


I had designed this tunnel entrance with both SC4 and CSL in mind. Both games could use some new portals, the latter could use even a rudimentary version of tunnels, which can hopefully be modded in!
 
Thanks you two! I've recently been getting into creating more textural details as opposed to modeled ones, which should help with poly count issues, and it facilitates a quicker model-building workflow. Glad to see you guys like the results!
 
One of the most limiting things about SC4 were that it was impossible to create new dragable roads. Will modders be able to create that in Cities: Skylines?

If there's no 16-lane highway at release, then modders can make sure that we get that and that it's fully functional like any other road in the game?
 
One of the most limiting things about SC4 were that it was impossible to create new dragable roads. Will modders be able to create that in Cities: Skylines?

If there's no 16-lane highway at release, then modders can make sure that we get that and that it's fully functional like any other road in the game?

I'm going to go out on a limb here and not ask CO before I say yes, I am relatively sure you will be able to mod in your own draggable roads.
 
Well, I guess if CSL will again not be modding friendly, in sense of adding really new stuff I will start my own game.

Don't get me wrong. CIM1 restarted interest in digging in Game Code after TTDPatch but after CIM2 and TF I am quite disappointed about the current situation.

I really do hope CSL will be better in this aspect. Specially a fully functional scripting language with full access to the internals...
 
It is a pleasure to enjoy the level of this forum. This game looks very good, I like to be back.

FBX, Skechup + Unity 3D. I think you have to make a tool that facilitates us to work in this environment. Achieving this integration can be great. CIM provides a tool to modify very similar to Unity 3D terrain, I think this is the direction.

3D Warehouse has an infinite library, which in turn can be modified / created with skechup.

I think Unity 3D seems created for city-building games,

I think small animations Modding is essential; smoke, fire, water movement, level crossings, traffic lights ...

Can you give me your opinion?
 
Is Cities Skyline making use any scripting system? For example, Cim1 uses GS and while not perfect, it does add a lot of potential to modding.

To be fair, in CIM1 the source code (GS) was pretty much available, so it made modding way easier than what it is in CIM2 with Unity :)

But we learned a lot with CIM2 and are working on making the modding tools more powerful than in CIM2 at least!
 
If you look at some other Unity games like Kerbal Space Program, the mods there can be very complex. They usually come with their own DLLs, though, I think.
 
Wait, what modding tools for CIM2? Stats changing can be hardly described as mod tool...

Having a dll influence the internals is not a problem when there are enough public events or callback points to influence decision, and the savegame format is clever enough to store additional data.

CIM2PatchPlus already loads a dll into the CIM2 process, or better say, it changes the c# code at assembler/byte level to move decision out of the game into a new own dll,
but it so much harder to do if the infrastructure of the game is fixed or common code is duplicate on to many places. (Say calculation of stuff).

Pretty much this means small changes need:
a) Find the entry/hook points for a decision.
b) Create a trampoline for all of them without screwing the c# code at assembler level
c) Create a dll function returning the new info.

If a and b can be removed/reduced, new code would be so much easier :)