Cities: Skylines

Cities: Skylines

Vehicle Skins 1.1
Showing 1-9 of 9 entries
Update: 7 Feb, 2023 @ 2:57pm

v1.1.0r7
- Fixed issue when there's no Skins folder created at AppData mod's folder
- New logo with better contrast

Update: 4 Feb, 2023 @ 8:58pm

v1.1.0r6
- Added strings for languages: de, es, fr, it, ja, ko, pl, pt, ru, th & zh. Feel free to propose fix for any issue found in translations at Crowdin!
- Fixed issue related to the mod making the default skin to be erased, causing Null Pointers and invisible vehicles on vanilla models
- Added new loading UI, now shows the current statuses of the loading process
- New UI, now following game style
- New Icon, now preserving the Unified UI button background
- Now it's possible to choose the font of the mod windows. Defaults to be the game or OS default font depending on game build
- Fixed mouse raytracing passing through the mod UI when scale was different of 100%
- Other minor UI fixes

NOTE: The UI changes will be applied to other mods in near future.

Update: 19 Nov, 2022 @ 3:28am

v1.1.0r5
- Fixed the slowness when just loading a city

Update: 18 Nov, 2022 @ 12:46pm

v1.1.0r4
- Fixed UI scale in non-1080p based resolutions
- Reduced a little more the slowness when just loading a city

Update: 17 Nov, 2022 @ 1:17pm

v1.1.0r3
- Reduced slowness when just loading a city

Update: 11 Nov, 2022 @ 1:55pm

v1.1
- Added integration with Write Everywhere
- Added integration with Custom Data Mod to force a skin for all vehicles from a building
- Now the camera will focus at picked vehicle to preview skins
- Added a field to select the skin to be previewed
- Mod rewritten in new Kwytto Framework
- Fixed support to the Asset Editor

Update: 25 Mar, 2022 @ 8:31am

- Added support to Asset Editor skin creation/preview - export the original files creating new skins, then edit it and reload to see changes!
- Added support to export files to workshop, all assets with VS files will be tagged at Steam
- Added skin source information using colors
- Improved UI information with modals
- Bugs fixed
- Added PT translation

Update: 10 Mar, 2022 @ 5:03pm

- Added a code trap alert activated if you have two or more assets with the same asset name (it's weird and shouldn't happen, but it's happening with some players somehow)
- Fixed texture extraction method to correct the colors of the png files
- Added missing i18n
- Added support to parked vehicles

Update: 9 Mar, 2022 @ 5:43pm

Initial beta version of the Vehicle Skins. Use this mod to create different skin layouts to any vehicle in the game, vanilla or from workshop. Futurely it will allow also to export additional skins to be bundled with the assets in the workshop.

To create a skin:
- Select a model in the VS window
- Follow instructions to create a new skin - giving it a name
- Go to the folder and edit the desired images - you might delete files that will not be modified
- When all get done, just click the button in the VS window to reload the asset skins

All skins are enabled by default. Disabling a skin and exporting it as shared will mark them at the exclusion txt file, that will be created in the folder of the asset. Disable the <DEFAULT> to remove the standard skin from the skin pool.

By now, the skins are randomized between all enabled skins. This may be improved in the future.

NOTE: The _aci and _xys files are already a result from the combination of equivalent files of asset creation: (in rgb order)
- _a, _c, _i (for _aci)
- _n(r), _n(g), _s (for _xys)

The values were reversed. So as example, the red channel of _aci set to 0 means OPAQUE, instead of TRANSPARENT! Be aware about this.

I recommend using a program that you are able to edit each color channel individually to edit these files (like Photoshop). The diffuse file is well to be edited anywhere, like the _d file of asset creation process.

You can enable/disable skins in settings shared between all saves or by savegame. Workshop asset level skins is WIP

This mod is WIP! May have a lot of bugs yet and it's very experimental.