Cities: Skylines

Cities: Skylines

Cobblestone Straight Small Road
44 Comments
h 28 Oct, 2022 @ 1:47pm 
The road doesn't look good on snow map, it's just covered in snow + poor transition to other streets, would like if it just didn't show snow
StrangeOne 15 Oct, 2022 @ 6:32am 
love this road would love to see more roads with the same textures. i wish I knew how I can do it myself....:hardhat:
danielgzls 11 Sep, 2022 @ 5:49am 
I really love this road and I'm always using it all throughout my cities, I usually have problems with workshop networks but yours function perfectly! Thank you for the good work!!
In case someday you decide to delete it, please let us know so I can replace it by another road and not get my city all wiped out! haha
Einsty 23 Oct, 2018 @ 1:30pm 
Love the look, but could you make the road tolerate as much deformation as the ground track?
coruptisma 10 Sep, 2018 @ 12:32pm 
Maybe I'm an idiot but I constantly get the error:

Broken assets:

Custom Assets: 1446696384.GravelBridgePillar: Duplicate prefab name
Custom Assets: 1446696384.GravelBridgePillar: Duplicate prefab name
Custom Assets: 1446696384.Gravel Road Elevated0: Duplicate prefab name
Custom Assets: 1446696384.Gravel Road Bridge0: Duplicate prefab name [BrokenAssetException]

Details:
No details

Same problem on every single map. What am I doing wrong? It says no dependencies....
Urbanist  [author] 26 May, 2018 @ 10:56pm 
@dpinna Ok, but I don't know how to make decals.. yet. Don't worry I'll find out!
dpinna 10 Apr, 2018 @ 7:57am 
Nice job! but the texture does not match at intersections. Could you leave the decal available to fit into the spaces?
Urbanist  [author] 13 Mar, 2018 @ 12:24am 
@MrMiyagi Thanks a lot! About the 1 tile wide roads like in Next2, I've been wanting to make cobblestone alleys for a very long time. A few months ago I tried using a NEXT2 road as a template but it didn't show up in the road menu. But it does show up in-game for you? If it does, I can't wait to give it another try!
MrMiyagi 11 Mar, 2018 @ 7:13am 
ps I think someone was asking you about making thin roads like in NEXT2. Had a chat with LazarusMan a while ago. Basically, he says they went through all kinds of hoops to program those thinner roads, and that it's not possible with the new editor to make the buildings move together to meet the thinner roads. The roads are minimum vanilla width, or else you get terrible flickering. However, I made a thin width road *while subscribed to NExt2, and also with the alley/thin road as the template. It worked! So it should be possible but NExt2 will be a dependency, since it's got whatever programming magic the Next team were able to accomplish
Sorry I write so friggin much :D
MrMiyagi 11 Mar, 2018 @ 7:13am 
Awesome thank you for the link to the default one! I snatched it up :) So as a reference, I was using your red brick road (default pavement) and it works great. It fully shows the Monaco pavement texture with no flickering. I'll test it on a steep incline for you, I actually think it was ok, but will verify. With the 50% pavement, the entire sidewalk flickers, but I'll have to check for you if the ruined also flickers and let you know. :chirp:
Urbanist  [author] 11 Mar, 2018 @ 6:54am 
@MrMiyagi Thanks for letting me know about this! I'd really like to know if the flickering occurs at the outside half or the entire width of the sidewalk? In the model, I have to raise up the sidewalk by 0.01m to eliminate most of the flickering, but if I don't, it seems to work fine for the inner half of the sidewalk but the outer half will flicker. Unfortunately even on default map themes, flickering happens too, especially on steep grades. That's why I've avoided custom pavements with my newer roads. For this particular road, there is a version with 100% default pavements at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1204591123
MrMiyagi 10 Mar, 2018 @ 12:57pm 
Just gotta add that I LOVE the fact you have models instead of using decals. Great work!
MrMiyagi 10 Mar, 2018 @ 12:56pm 
Hey there! Just want to let you know that on this road, the pavement flickers pretty badly for me when using my Monaco map theme (and all other roads where you use a 50% transparency). My guess is that this might happen perhaps because we are both using some transparency in two textures that lie on top of one another (specifically ruined, which is below pavement and appears at the edge of pavement and grass). If I use too much transparency on the ruined, my ruined gets terrible flickering no matter what road I'm using, so it's a fine balance even on map theme editing. There are a number of map themes that use partial transparency, so maybe could you make one version of your roads with your 50% transp pavements, and one with 100% default pavements to be used for these kinds of map themes? Sorry for all the writing :D :chirp:
Urbanist  [author] 25 Dec, 2017 @ 6:30pm 
Thanks guys! Work will begin on the dedicated tram version when I have time.

@lozacenz Yeah I don't like random dependencies too! If needed I try to use commonly used ones that most people would have already.

@baronjutter Let's see if I can work it out!
Lennep 20 Dec, 2017 @ 9:27am 
This looks fantastic
Re mini poll: dedicated tram lane please for same reason as lozacenz
baronjutter 17 Dec, 2017 @ 9:20pm 
Would love something like this with bike lanes.
lozacenz 14 Dec, 2017 @ 4:19pm 
Dedicated tram is almost always better, I find. If the tram is sharing its lane, it's only barely better than a bus. I basically don't build roads where the tram shares a lane with the road traffic anymore, as they end up contributing to traffic jams (due to their length occupying multiple cars worth of space) instead of bypassing/reducing them.

Also, Kudos on the whole 'no dependancies' thing. The less random dependancies I have to deal with the better :D ... Assets which need assets which need mods which need other mods are the worst <_< (to be fair, I think I've only come across that many layers once.)
Urbanist  [author] 12 Dec, 2017 @ 6:15pm 
Mini poll for the tram version:
Tram & vehicle lane + parking lane OR
Dedicated tram lane + vehicle lane?
𝕋ℍ𝔼ℝ𝔸 23 Nov, 2017 @ 2:04pm 
The pavement texture you used in your cobblestone roads are perfect. Thanks :)
Urbanist  [author] 22 Nov, 2017 @ 9:59pm 
@theramond Thanks! What sidewalk/pavement materials would you like to see?
𝕋ℍ𝔼ℝ𝔸 22 Nov, 2017 @ 8:24am 
Great work, I love this.:LIS_pixel_heart: I'd love a road with default asphalt but the sidewalks are still custom.
alborzka 20 Nov, 2017 @ 7:50am 
@Urbanist Ah okay, sure why not, that'd be great if you could upload/send it, whatever is easiest for you :) Thanks so much again!
Urbanist  [author] 19 Nov, 2017 @ 9:33pm 
@BadPeanut Thanks, I'll give it a try! I've occasionally lurked around Simtropolis but never been active, until literally right now ;)
BadPeanut  [developer] 19 Nov, 2017 @ 6:42pm 
are you on simtropolis?
BadPeanut  [developer] 19 Nov, 2017 @ 6:41pm 
Yes that's how I would do it, as for dumping textures, you can only dump them from the roads tool menu not from the custom road you're currently editing. Best to save the road, then open another template, find the road you were just working on in the roads menu and then dump the textures/mesh then. It's because when you're in the editing mode for the road the textures aren't actually saved anyway to be dumped from.
Urbanist  [author] 19 Nov, 2017 @ 6:30pm 
@BadPeanut I see, do keep me updated! Using ModTools I reduced the file size to 5MB. I'm not sure if I'm doing it right though - I went to Tool Controller -> Net Tool -> Prefab -> NetAI and unset the elevated, bridge, tunnel and slope info. Another thing, though unrelated, is that I can't seem to dump the texture .PNGs because of an unsupported texture format error, though I can dump the .OBJs. For my cobblestone roads with default pavement I got the texture from NEXT, but it'd be great if I can extract the vanilla road textures so I can better integrate my future roads. How are getting your base road and pavement/sidewalk textures?
Urbanist  [author] 19 Nov, 2017 @ 5:22pm 
@$2.20 Thanks! Stay tuned! ;)
Urbanist  [author] 19 Nov, 2017 @ 4:45pm 
@alborzka Because of the texture issues I'm not going to release it though, but if you want I can upload or send you the .CRP file.
Two Dollars Twenty 18 Nov, 2017 @ 9:01pm 
This is amazing! Thank you. Love to see more :)
BadPeanut  [developer] 18 Nov, 2017 @ 8:31pm 
@urbanist I don't think it's the props (unless maybe custom props are affected) but it's definitely pillars (which are buildings) I've message CO about it so I'm sure they'll be aware of the problem and will try to replicate it and sort it out
alborzka 18 Nov, 2017 @ 8:49am 
Looks great, thanks @Urbanist! :D
Urbanist  [author] 18 Nov, 2017 @ 8:46am 
@alborzka Thanks for the tip! I gave it a go and kind of got what you wanted using a different node model for transitions, with the caveat that it only works with any road that isn't a variant of the two-lane road. Intersecting with any two-lane road variant will cause weird texturing. See this image: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1204483184
Urbanist  [author] 18 Nov, 2017 @ 8:42am 
@BadPeanut Wow thanks for the info! Does changing the lane props cause this problem too? Yeah let's hope it gets fixed!
BadPeanut  [developer] 18 Nov, 2017 @ 8:18am 
@urbanist I have just found a massive bug when updating a road on steam so I would hold off until CO fix it, basically there's a problem with the .crp file when it generates names for the embedded pillars/anything inside the road. if any are different to the original file it will think the road is a new one, and any savegame using the original version will think the original one is missing! then it breaks the save it was used in. I've had to not update a couple of my roads for this reason :'( Let's hope they can fix this at some point
Urbanist  [author] 18 Nov, 2017 @ 8:11am 
@BadPeanut Thanks for the tip! I'll give it a try ;)
alborzka 17 Nov, 2017 @ 8:31am 
@Urbanist I've noticed the intersections are all pavement (not cobblestone), even when intersecting with the same type of road (cobble with cobble), is there any way you can fix this like how NEXT2 pedestrian roads have their own intersection design?
BadPeanut  [developer] 17 Nov, 2017 @ 8:22am 
@urbanist if you delete the actual elevations with modtools you might get even more reduction in file size
Urbanist  [author] 17 Nov, 2017 @ 2:50am 
@BadPeanut Thanks! If I delete all the lanes, segments and nodes for elevated, bridge, slope and tunnel, the file size reduces to 6.5 MB.

@AmiPolizeiFunk Thanks! I've posted the stats. I think most of the space is taken up by the elevated, bridge, tunnel and slope models (see above comment).
Rooster 17 Nov, 2017 @ 2:44am 
Use them both all the time .Good for County towns.
AmiPolizeiFunk 16 Nov, 2017 @ 5:19pm 
cool, i really have no idea about road filesizes, that's why i asked (it wasn't a complaint). This is the best simple cobblestone street I've seen so far. Thx for making it! :medkit:
BadPeanut  [developer] 16 Nov, 2017 @ 3:42pm 
If you have all elevations then that's normal for file size. If you have only 1 elevation then it'll be seedlings 3or4MB
Urbanist  [author] 15 Nov, 2017 @ 6:20pm 
@AmiPolizeiFunk I'll post the stats as soon I can, perhaps tomorrow. Just looking at other custom models by BadPeanut and ifriqiya, the file size seems to be in line... I'll see if I can do anything to reduce the file size.
AmiPolizeiFunk 15 Nov, 2017 @ 12:35pm 
some stats about the model / texturemaps? i'm curious as to why its 15MB