The idea is to model just the building and avoid modeling any of the yard unless there is some specific structures on the yard. You can model props that come with the building such as rooftop props like a satellite dish etc but there is a possibility to prop the building in the modding tools with pre-made assets in the game (this includes propping the lot/yard).Well, i found the 1 zone tile = 8x8m very important. Its simple information but that information allows me to scale up right.
There is just one more question: Are the lots separated? Do i need to model the lot stuff with the building or are these generated to create some randomness? If you want to keep the 'lot' information for later i'ts ok. but i want to know if i have to model hedges and fences.. stuff like that in with the building model.
HOLY SHIT BALLS!The idea is to model just the building and avoid modeling any of the yard unless there is some specific structures on the yard. You can model props that come with the building such as rooftop props like a satellite dish etc but there is a possibility to prop the building in the modding tools with pre-made assets in the game (this includes propping the lot/yard).
It is important that the building pivot is centered so that the building appears in the correct spot on the lot (of course if you should want the building to appear maybe on the left side of the lot then you need to adjust the pivot in the 3D modeling software accordingly).
There are things like hedges in the game's prop collection (you can see them in the various screenshots in diaries and most definitely in the various videos) so you don't need to do any of that (however, you can of course create your own hedge props if you feel that you want a more unique type of fence and then import it as a prop but more on that in the official dev diary, me thinks).
The lot size is also adjustable in the modding tools so that you can with a smaller building make room for parking spaces (like in the Big Bite burger joint that can be seen in one of the Themes dev diary pictures) but keep in mind the measurements I provided earlier, especially for zoned buildings.
Without going to much detail here since there is going to be a modding tools dev diary in the near future, I'll just say that Cities: Skylines supports modding which includes creating your own buildings etc and Steam Workshop where you can share your creations with others. In short, if you don't know how to model, say, a garden swing, you can go to the Steam Workshop and check if someone else has already made one.HOLY SHIT BALLS!
this sounds EXACTLY like SC4's lot editor....I am very excited now...
Quick question....can we per say....ADD to the library of "props" and make them available to other people for use to make some customized lots? so people who have not learned how to 3d model have a large library of costume props to make some very interesting lots?!?!?!?!?1
PLEASE GIVE ME AN ANSWER BEFORE MY HEART EXPLODES!
After showing off my headstrong attempt to start modeling.. and also asking for mod info in several places on the net .. I guess I finally succeeded in peeling some info from behind the castle walls.
Yes VERY VERY good and valuable news here:
http://www.reddit.com/r/CitiesSkyli...working_on_my_first_building_for_the/#coodd87
I don't know any 3d apps that are as cheap as $50. There's Blender that's free, but I can't stand it. The UI makes no sense to me.