Cities: Skylines

Cities: Skylines

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Visibility Control 0.9.5
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Mostra gli oggetti etichettati con tutti i termini selezionati: 1.17.1-f4-compatible
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24 apr 2023, ore 17:27
23 ago 2023, ore 17:57
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Visibility Control 0.9.5

Descrizione


A mod providing custom shader support and adjustable LOD (Level of Detail) rendering range support.

Provides:
  • Additive shader, for assets using that shader to apply lighting effects to buildings, vehicles, and props (including support for time-based transitions, using both the Ronyx69 and Quistar formats)
  • Transparency LOD visibility fix (addressingthe issue with building and prop LODs not supporting transparency)
  • Ultimate Level of Detail (changing the visibility and rendering detail distances of the game for buildings, networks, trees, props, and vehicles).

For changing terrain level of detail, use Common Ground.



Use
For additive shader and transparency LOD fixes, there's nothing for the user to do; these functions are enabled automatically for those assets that require them.

The visibility distances for each item can be set in the mod's options panel. Obviously, greater visibility distances will put a greater strain on your graphics card.

There are also several preset detail modes that can be toggled on or off by hotkey combinations. Press the combination to toggle the mode on or off:
  • Screenshot mode: for FPS-destroying maximum detail, to make your screenshots look the best they can. The default toggle key is Control-. (that's the period key).
  • Vanilla mode: to compare your custom settings with the game's defaults. The default toggle key is Control-Shift-. (that's the period key).
  • LOD mode: For inspecting LOD models; everything will be rendered as LODs. The default toggle key is Control-Alt-. (that's the period key).

To indicate the current mode, the background color of the 'free camera' button at the bottom-right of the screen will change, and the button's tooltip will also be changed to display the current mode (and the keystroke needed to toggle it off). For those familiar with the Ultimate Level of Detail mod, these colors are exactly the same as those used by that mod.



Incompatible mods




This mod will read any existing additive shader data from assets.

The additive shader for props requires the use of vanilla tonemapping
If your additive shader-using props are just showing as white in the game (possibly with a colored 'halo'), then it means that your game isn't using vanilla tonemapping (because you've disabled it in Render It or a similar mod). You'll need to reactivate vanilla tonemapping for the additive shader to work.

This is a game shader limitation, and one of the few things in the game that's impossible to mod, so there's nothing I can do about that.



Troubleshooting
I can't help without your output log; put it on a filesharing site such as paste.ee (note that sites other thatn paste.ee may be blocked by the content filter) and then post the link below, including a clear and complete description of your problem (and also stating if that save had been used with Tree Anarchy).

[discord.gg]



Meta
This mod uses Harmony[github.com] version 2.2 by Andreas Pardeike via the Cities Harmony mod by boformer.

Doesn't alter any savefile structure. Can be safely removed at any time.

Safe for editor use.



Source code
[github.com].


Translations
[crowdin.com].
Please leave a message below if you'd like me to add another language on CrowdIn.


[ko-fi.com]
[paypal.me]
270 commenti
algernon  [autore] 17 dic 2024, ore 13:20 
@BoostedVQ37 Prop Control is the stable modern prop management mod.

Note that any save that's used Prop Anarchy (or more specifically the EML library it uses) at any point is unstable and subject to corruption. Starting with a new city without Prop Anarchy is recommended over converting an existing city, but if you want to try you can try to use ' Remove EML ' to recover as much data as possible.
BoostedVQ37 17 dic 2024, ore 10:34 
so what mod should I use to replace prop anarchy?
algernon  [autore] 6 dic 2024, ore 3:38 
@taj You didn't answer my question, and you also haven't provided an output log .
algernon  [autore] 5 dic 2024, ore 14:04 
@taj It's impossible to give you any advice without more info. Does that happen on a new map with only this mod, Harmony, and Loading Screen Mod enabled in Skyve?
algernon  [autore] 17 nov 2024, ore 23:27 
@iainf82 No, you don't need to match. Typically the functionalities don't actually overlap (certainly ACME, Tree Control, Prop Control, Visibility Control all work fine together and don't conflict or need matching settings - mostly because I wrote them all and made sure that they work that way!).
iainf82 17 nov 2024, ore 6:17 
Hi, do all sliders have to be matched in other mods that control visibilty distance and multipliers, like ACME, Tree control and Prop control etc?
luxsciurus 13 nov 2024, ore 23:12 
@algernon, now that's clear, thank you now I understand.
algernon  [autore] 13 nov 2024, ore 22:38 
@luxsciurus [Part 2, continued from below]

'Minimum distance' only takes effect if the automatic LOD calculation comes up with a lower value than your minimum. This is usually (but not always) for smaller assets, or assets with unusual shapes.

In this case, if the calculated LOD distance was 200, but you have a minimum LOD distance of 500, then 500 will be used.
algernon  [autore] 13 nov 2024, ore 22:37 
@luxsciurus No.

'Minimum distance' is just that - a hardcoded minimum. If the calculation ends up with a smaller distance than that figure, then it'll be clamped to the minimum instead.

So, in your example, let's say the game calculates the LOD distance as 3000 (note the actual calculation is done on a per-asset basis and is based on the physical size of the asset model, so there's no set distance and no "rule-of-thumb" - it's truly unique for each asset).

Setting the minimum distance to anything under 3000 will thus have no effect on that asset (but may on others, ofc).

If you set the distance multplier to 150%, then the LOD distance for that asset will now be 4500. Now any minimum distance under 4500 will have no effect.
luxsciurus 13 nov 2024, ore 4:02 
@algernon, thank you for your reply, let me clarify with an example, if I set the minimum visibility distance to 2000 then the Distance multiplier to 150%, does that mean the asset will change to LOD at 3000? I'm kinda confused if the two sliders work together or independently, sorry.