Cities: Skylines

Cities: Skylines

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【Beta 0.3】Motion Module [PO]
   
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31 Jul, 2023 @ 7:00am
14 Aug, 2023 @ 9:10pm
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【Beta 0.3】Motion Module [PO]

Description
Beta 0.3
  • NEW : UI
  • NEW : show how many times the PO has left to move along the path (path's times) in real time during the playing
  • NEW : Path's times is limited to 999999999; Time that delaying, staying at a node and moving in a segment are all limited to 86400 s (24 h); Circular motion and rotational motion's times are both limited to 9999.
  • FIX : "⇉" disables itself after stopping the motion
  • FIX : Path is rendered incorrectly after deleting the first node



WARNING

This mod is still in testing and will be updated at any time. Backup your gamesave before use it!

When I have implemented all functions of the mod, I will remove "(Beta)" from the title, replace the preview image and provide a detailed guide documentation. (If I have enough time, maybe a tutorial video will be uploaded too.)



Introduction

This is a module for Procedural Objects.

The module can implement Line/Arc/Circle/Rotation motion, and combine them to make up a keyframe list at last.

POs will move along the path drawn by yourself !

"Motion Module [PO]" is also an improved version of "Back-and-Forth 2 Module [PO]". Its keyframe list to implement multi-segment motion makes it is easier for players to use than BAF2.



Tips

(1) click green "+" to add nodes

(2) two adjacent nodes must have different positions or/and rotations (It means you must move or/and rotate PO each time you add a node)

(3) "▶" needs at least 2 nodes (= 1 segment)

(4) "Position":
Arc Motion
(a) click "╋" to move PO to the midpoint of the line
(b) drag red or/and green axis to move PO to the center point of the arc/circle you want
(c) click green "—" to change it to "︵"
(d) click "c"/"C" to make PO move along the opposite arc
Circle Motion
(e) input number at the right of "c"/"C" (=0 : Arc Motion | >0 : Circle Motion)

(5) "Rotation"
(a) two adjacent nodes must have different rotations
(b) click "+"/"-" to reverse
(c) same as "Position", number decides "Arc" or "Circle" (<360° or 360°)

(6) click yellow "⦿" to update node's position and rotation

(7) "⇉" is group following (Children in group follow motion : ON/OFF)

(8) number under "⇉" is how many times PO move along your path (=0 : forever)
17 Comments
c95samuel 24 Aug, 2023 @ 11:13am 
thats fine, btw i cant find a way to make a single arch as hovering the mouse over the buttoms dont show any information about what they do, i mean i feel it kind of cinematic camera ui and put several points to make the PO move but not smooth enough or no easy enough to make it smooth, could you make it show what each buttom does in a pop up message when you put your mouse over the buttoms?
98ColdDew  [author] 24 Aug, 2023 @ 7:54am 
@c95samuel : I know that resetting all modules by yourselves may be a heavy work. But now I am still in implementing features of this module, and I'm not sure if it's difficult to inherit data from BAF2 module. I need more time to evaluate the possibility, sorry!
98ColdDew  [author] 24 Aug, 2023 @ 7:37am 
@WFXX : Your video is excellent !
As I know, animated assets in CSL are made in 3D model software and use CAL mod to work. Their implementation principle is different with Motion Module's. So I won't develop the feature you mentioned. But, PO can be exported and imported, even with their modules. I will fix module's copying feature. Then, you can use this way as a substitute.
98ColdDew  [author] 24 Aug, 2023 @ 6:48am 
@StayHungryStayFoolish : No. The issue caused by PO's original assets' missing. A Procedural Object (PO) converted from a prop or building, and it can't exist independently. So you can't unsubscribe to the original asset after converting.

PO Wiki :
"Make sure that you include the assets used in PO in the requirements. Although edited POs are saved directly in the save file, you need to have the assets installed in order for the corresponding objects to work properly."
http://proceduralobjects.shoutwiki.com/wiki/Sharing_Saves
StayHungryStayFoolish 22 Aug, 2023 @ 5:30am 
Can this mod cause this issue?

[ProceduralObjects] Failed to load a Procedural Object :
System.NullReferenceException : Object reference not set to an instance of an object
at ProceduralObjects.Classes.ProceduralObject..ctor (ProceduralObjects.ProceduralObjectContainer container, ProceduralObjects.Classes.LayerManager layerManager, .PropInfo[] props, .BuildingInfo[] buildings)

See here the log files: https://drive.google.com/file/d/1xWHcm72avmYDdwIQIBirMFA3SQpeYK-j
c95samuel 19 Aug, 2023 @ 12:42pm 
please tell me it will inherit the already modules aplied from back-and-forward 2 module so my animated POs dont lose their modules and i have to reset all of them
WFXX 16 Aug, 2023 @ 2:22pm 
I made this so far (this is just a start)
https://youtu.be/aCrnBL0maS8

Is there a way to make this an animated asset ?
WFXX 15 Aug, 2023 @ 7:54am 
@98ColdDew
Yeah, I solved my problems on my own

Starting from 0 and diving into PO and its modules
Seems that I lost horizon for a while and missed simple things ...

So far, so good
98ColdDew  [author] 15 Aug, 2023 @ 5:08am 
@WFXX : Maybe you want to configure all POs with one window, but I'm unable to make such a module now. Sorry !
98ColdDew  [author] 15 Aug, 2023 @ 5:02am 
@WFXX : Sorry, I didn't answer your question in time.

If you want to make several POs move at the same time, press Space key to pause the game and add modules and configure them one by one. When a module has been configured, click green "▶" and change it to red "■", then turn to next module until all modules have done. Press Space key again, then they will move at the same time.

PS: If you want a PO start its motion some seconds after another one, modify Delay time which is below the timer.