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I guess it was a design choice they made somewhere in the process of making this game. Putting specular and reflection together, grey scale illumination map :confused:...
no 2nd UV channel for lightmaps and stuff... all things I would have done differently. Then again, I am no CO, and I don´t have to run a profitable company.
As it seems most players are OK with a dull and cartoony look. I only hope that some genius does his magic and opens up more possibilities for modders.
When I put weeks of work into a building I want to go
macho1.gif


and not


meh-ive-done-worse.jpg
 
You see realistic simulation is not everything there is realistic visualization too!
Unfortunately some don´t see it that way. When I read some commentaries I think "Do we play the same game"? This is anything but a bad game, but visually there´s a long way to go.
 
CXL uses more maps than CSL. A seperated reflection and specular map, a 2nd UV channel for lightmaps and better illumination (which you can´t see in this pic, but it´s awesoem!), plus the ingame shader looks way better making the whole picture more realistic.
I wasn´t succesfull yet to bring any models into the game. As soon as I can, I will make a one on one comparison to make my case better.
 
I agree skyline has many good features! :) Its not a bad game but if people demand more realistic simulation to 100% it might take a long time before you can see building with higher polygon count and higher textures.

cause it be a night mare texturing each and every single polygon with just one UV map! :( With such a complex building as shown above! :) if you had very low polygon count it wont be a problem but still i have not seen buildings in skyline like the shot I have shown. This is an in game shot. :)

The more complex a building the more annoying UV mapping would be. :( So having the ability to use as many moddeing features to make your building will help the visual. But its not the number one issue to have it just looks nice. :)
 
Are we talking about multiple UV Maps (one for diffuse, specular, normals, etc. and one for lightmaps) or about multiple materials per model? Because the latter has been discussed here before: http://forum.paradoxplaza.com/forum/showthread.php?842202-Multiple-Materials
The only good thing about using only one material is that the overlay effects (when the building burns or when it's abandoned) look better when there is no texture tiling.

I wish there was an external asset editor. The ingame one is ... too simple for my taste.