Cities: Skylines

Cities: Skylines

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Animated Escalator Pack
   
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File Size
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21.415 MB
7 Jun, 2020 @ 1:41pm
21 Aug, 2020 @ 4:34am
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Animated Escalator Pack

In 1 collection by potato24x7
Assets with Realism (almost)
9 items
Description
THE ASSET IS NOT BEING MAINTAINED AND WILL NOT BE UPDATED


Escalators with custom animations up & down.


Update 2.0
Complete overhaul of the base models
  1. Chrome texture updated
  2. Unrealistic sharp edges on the hand rails are done away with
  3. Steps part updated with new texture similar to the Non glass models
  4. Top & Bottom platforms are updated with simple pattern type floor
  5. Display arrow sub mesh texture updated
Update 1.1
Small lights with customized low intensity added to the base models. Lights are made with custom effect loader mod. But Only subscribe to mod by boformer if you want your escalators to lit up when operational. Remember Lights are set for 24 hour basis like in reality. If you do not want the lighting up then you do not need to subscribe to the above mod. Only a tiny prop will be there in the base model but it will not visible from a normal distance.

Escalators with proper animation is here. Model created according to Derrek Elliots's awesome tutorial video on youtube, check it out here . So for the model all credit goes to him. This is the sophisticated glass type versions those we found in Malls, Hotels & Airports. For more regular non glass type check this

Contents
This pack divided into two parts - Steps part that will Animate (with CAL mod) & base part includes the other structures of the escalators -
1. One Step with Animation up 10m height
2. One Step with Animation down 10m height
3. One Step with Animation down 5m height
4. One Step with Animation up 5m height
5. Two 1m high steps with up & down animations to use for extention
6. Two 10m high Base structure for up & down steps
7. Two 5m high Base structure for up & down steps
8. One tiny light prop

Heights are not exact numbers actually its a bit short of 10m, 5m & 1m. All assets are level 5 unique buildings.

Instructions
Boformer's awesome Custom Animation Loader mod is a must, animation will not work without it. Also you will need Quboid's Move It (recommendation is meaningless these days as you cannot play without it), Klyte's Fine Road Tool & Fine Road Anarchy & some camera zoom mod from the workshop to be able to see everything close enough.
1. Plop a step asset (the one you want) first. I will recommend to pause the simulation when setting this as animation will cause a glitch in the display of the model. You can also disable the building temporarily to stop the animation.
2. Plop the matching Base asset according to diagram given below. All Base models are same except they have an arrow indicator according to the step models' animation. So remember that using step asset going down with a base up asset will kill the indicator's purpose. Obviously you will not match steps & base of different heights.
3. Use Move it to align the step & base perfectly, use the new feature hold ctrl button for more precise alignment without any overlay. Just ensure top part of the step asset match the top step part ( just one step of the same step model attached on top & bottom) of the base model.





Height flexibility
These are non modular version, all height are fixed at 10m & 5m in the game. But you can customize the height of your escalator. To achieve that you will need Simon Ryr's Game Changer Procedural Object mod & Find it . Subscribe to these two props , at the moment as procedural objects do not supports sub mesh of the main model. In the future update though PO will support sub mesh with the main mesh then above props will not be required. Also I am working on a modular pack.
1. Plop step asset (10m or 5m according to your height need), plop a corresponding 1m step asset. You can plop a number of 1m model to get to your desired height. Pause the simulation, combine the steps (with same animation) with move it, align to proper height. If you want a shorter escalator than 5m you can combine two or three 1m models.
2. Select a base model, convert it to PO. You will loose the Glass & arrow, but you have them as prop now. Customize the PO object accordingly.
3. Select the Glass Prop with Find it mod, do the same process as you did for Base with PO.
4. Select the arrow indicator prop with Find it. My recommendation is convert this prop to PO is well as tiny props get hidden inside their green Move it selector.
Use Move it to align all these into a customized Escalator.

Known issues
Animations will take few seconds to load. Make sure they are enabled/On. If you find any arrow indicator is not animating on base asset, then just select that with Move it, remove it with the bulldozer button of Move it (not the game's Bulldoze button), without doing anything else hit ctrl+z with move it open. It will re-spawn and reset the asset.

Credits
All of the guidance & texturing tweak from pewex , so all thanks to her.
Love you 3000 to boformer to allow us to import custom animations in the game and his awesome tutorial video .
Thanks to design candy for testing these in his map.
23 Comments
xxxx 24 Sep, 2022 @ 4:41pm 
Do cims use it?
potato24x7  [author] 11 Nov, 2020 @ 5:51am 
@RonyNaxz idk what to say. if u have published an asset you will find an update option in the content manager. You just need to import the model again with new textures and overwrite the existing CRP with the same asset name. check this guide here https://steamproxy.net/sharedfiles/filedetails/?id=424748932
RonyNaxz 10 Nov, 2020 @ 2:43pm 
Hi, I've been following this asset for a long time and I noticed a long time ago that you fixed some texturing errors without removing the asset from the workshop. I want to do the same with an asset that I just uploaded and I don't know how. Can you explain to me how to update the texturing without deleting the workshop asset?
Nickayz 19 Sep, 2020 @ 7:49am 
Did I miss something? I want to integrate them into a train station. But they seem to be unique buildings, so I can place only one train station with them..
potato24x7  [author] 6 Aug, 2020 @ 12:16pm 
@Ryancat I do indeed use a oneway ped path just 1m width... tbh you can easily re-purpose any ped path like that in the editor. But the issue is walking animation will be there. I am going to update this within next few week which may include a path
RyanCat 5 Aug, 2020 @ 7:04pm 
can u make a tiny narrow one-way pedestrain road too fit this?
boformer 30 Jun, 2020 @ 4:26pm 
addeda preview to CAL page
potato24x7  [author] 21 Jun, 2020 @ 1:28am 
@AmiPolizeiFunk thanks.... bringing a non glass version in a few days... more suitable for Stations & terminals.
@DirtyHethen make sure transporting to city is hassle free due to pandemic.:steamhappy:
AmiPolizeiFunk 21 Jun, 2020 @ 12:53am 
You have executed what I imagined when I was doing my escalators for Bhf Alexanderplatz, but you've taken it to the next level by incorporating CAL. This is fantastic! Nice work :highlvl:
DirtyH 13 Jun, 2020 @ 2:51pm 
WOW! going straight into my city Minos! Well done