Cities: Skylines

Cities: Skylines

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[RICO] Ivory_on_Adelaide_V10
   
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9.659 MB
31 Aug, 2020 @ 11:05am
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[RICO] Ivory_on_Adelaide_V10

In 1 collection by Reaper
Skyscraper_by_Reaper
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Description
[RICO] Ivory_on_Adelaide_V10 by Reaper

This building is from the beautiful City of Toronto :)

Category : Residential lvl 5

Don`t forget to visit my site every month with exclusive content.

Thank you all for your support.

[www.patreon.com]
23 Comments
PhazezGova 16 Nov, 2022 @ 5:19am 
Reaper  [author] 25 Nov, 2020 @ 12:24pm 
Good to know. :) I will try it in free time :) Thanks
Cylun 25 Nov, 2020 @ 12:16pm 
I'm not using the asset editor at all. The Resource Replacer mod allows me to override referenced textures during loading time. I know how annoying it is to use the asset editor and reimport stuff. This isn't necessary here. I only have to verify that the texture orientation is correct because they have to be inverted for some reason. This can be done by loading a save game a single time and checking the LOD textures by toggling the LOD mode. Everything else can be done outside the game. I use a CRP extraction script in python, rescale and reformat the dds, and rename them with the workshop ID. That's it.
Reaper  [author] 25 Nov, 2020 @ 12:00pm 
the worst thing is that when you create an object, it cannot be edited in the sense of replacing the textures in it, it is the worst because if it was possible, I would have changed it a long time ago
Reaper  [author] 25 Nov, 2020 @ 11:59am 
It all looks nice, but how do you change the lod texture without recreating the entire asset or can you replace the textrue in an existing building?
Cylun 24 Nov, 2020 @ 1:44pm 
I've tested the 1024->512 rescale with the old non-RICO Kilbourn Tower.
The last 5 screenshots show the result.
https://steamproxy.net/id/cylun/screenshots/
Cylun 24 Nov, 2020 @ 12:46pm 
Here is one LOD-downscaled Ivory building before and after the the LOD limit:
https://steamproxy.net/sharedfiles/filedetails/?id=2297427113
https://steamproxy.net/sharedfiles/filedetails/?id=2297427371

This is only with the vanilla LOD limit though. With the default LOD toggler LOD limit, which is just a little bit more, you won't notice any difference. If it looks this well with 512->256, I doubt there will be any issue with the 1024->512s. I will test it and show you the screenshots.
Cylun 24 Nov, 2020 @ 12:46pm 
So I would focus on your 1024 buildings with your permission. I wouldn't change anything content-wise. It's only a downscale of the LOD texture, no mesh changes or anything else. If artifacts were visible, I would skip them for now. Theoretically, it could be done during runtime but I would prefer sophisticated resizing algorithms. Baking might deliver even better results, especially at the corners, but the LOD meshes seem to be simple enough that it won't make any significant difference but with much less work required.
Cylun 24 Nov, 2020 @ 12:45pm 
@Reaper I'm currently looking into a method to replace LOD textures via the Resource Replacer mod of boformer. In preliminary tests, it seems to work fine. My idea would be to rescale your 1024x1024 buildings' LOD textures to 512x512 and eventually publish it as LOD package that fixes various overscaled LODs. The mod would determine which assets are enabled and only replace those. I've tested it with two Ivory buildings, and downscaled them from 512 to 256. The difference is barely noticeable as long as no other 1024 LODs are enabled. Since 8k seems to be a thing, though, 512 textures might be fine if not too many are used.
Reaper  [author] 24 Nov, 2020 @ 11:40am 
It is possible that the old models had 1024 textures, the new highest ones had 512, due to the fact that there is no chance for me to rework it into smaller textures in old models, I only have such a solution to not subscribe to them