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Cities skylines road editor
Cities skylines road editor










cities skylines road editor

Most data about the template will be cleared, but the level of the road and DLC requirements are preserved.

  • When Asset Editor is loaded, a dialog box will appear which shows the number of roads found in the imports.txt file and lists them.
  • Enable the “Road Importer” mod and open Asset Editor to create a new road asset.
  • For the specific use of CSUR, all road assets share the same set of textures, so the mod only imports a single copy of textures for efficiency.
  • textures/: the directory containing textures to be used on the roads.
  • The names of the meshes and their textures are also defined in sections in the the XML file. Filenames in the folders should start with the name of the road to identify which road a file belongs to.
  • imports/: the directory containing the models for segments and nodes in each road, the thumbnail icons, and the road parameters as an XML file.
  • A new line is not appended at the end of the file.
  • imports.txt: the names of the roads to import.
  • These input files are described as below. The Road Importer mod uses the directory C:\Users\%USERNAME%\AppData\Local\Colossal Order\Cities_Skylines\RoadImporter\ as its data folder containing the input files for asset creation.

    cities skylines road editor

    The post-build script in the Visual Studio project file does this automaticaly, if the DLL file is compiled from source. The compiled file needs to be placed in C:\Users\%USERNAME%\AppData\Local\Colossal Order\Cities_Skylines\Addons\Mods\RoadImporter\. The mod is to be installed the same as a local mod in the game, but it also keeps its own data. The mod reads FBX/OBJ models and XML files containing parameters for the road to make CRP assets in the road editor. Automated road asset creation utilities for Cities: Skylines.












    Cities skylines road editor