Cities: Skylines

Cities: Skylines

Midsized Elementary School
45 Comments
razor123456 22 Nov, 2023 @ 9:57pm 
it looks so depressing
mroberts321 11 Jul, 2023 @ 11:59am 
is there a high school version of this?
Sparhawk 16 Nov, 2022 @ 11:36am 
@220hertz you were right it was a Mod - Realistic Population. In the Schools tab there's an option "Enable realistic school properties (Jobs, Costs) I just de-selected that option and it's working OK now. Thnx :)
220hertz  [author] 16 Nov, 2022 @ 8:33am 
@Sparhawk I haven't changed it. Are you playing with any mods that change difficulty or prices? Lots of them do that, even the vanilla hard mode mod. Otherwise, blame inflation :)
Sparhawk 15 Nov, 2022 @ 10:45am 
It says the price is 12,500 but when I try to place it it wants 22,240.
Romarus 22 Aug, 2022 @ 10:12am 
:steamthumbsup:
Muramune 22 Jul, 2021 @ 7:39pm 
How come it doesnt show a parking lot or lawn?
220hertz  [author] 6 Jul, 2021 @ 6:15pm 
@baronjutter - yeah, I know. I should get rid of those images.
baronjutter 5 Jul, 2021 @ 9:07am 
Your sketchfab has been deleted :(
MatteCosta 12 Feb, 2021 @ 8:20am 
Thank you, looks very good, great job!
Elevator Hazard 28 Dec, 2020 @ 5:36am 
This is a fantastic building. It's the perfect blend of generic and stylish that fits in perfectly for several of my neighborhoods that I'm currently working on. Great job!
codewitch 22 Jun, 2020 @ 6:36pm 
It looks good, but the footprint is a bit too larger compared to the vanilla one given it's modestly increased stats.
220hertz  [author] 26 Nov, 2019 @ 5:25pm 
@SandliteSpartan117 - Yes, I'm sorry about that. I either arbitrarily deleted my Sketchfab account and have no recollection of doing so, or the account was hacked and deleted for reasons unknown. Either way, that's why.
SanditeSpartan117 25 Nov, 2019 @ 8:37pm 
Too bad the Sketchfab model has been deleted now. Oh well, still looks good from the pics.
220hertz  [author] 13 Feb, 2019 @ 6:44pm 
@ Boogieman. Thanks! I think it's a good idea to give people a look at what they're downloading. Sketchfab is pretty swell for that.
Boogieman 11 Feb, 2019 @ 8:39am 
Totally cool that you uploaded a 3D Model! I will give you a like for that.
220hertz  [author] 28 Aug, 2018 @ 5:12pm 
@ haltauspam - That's understandable. It's also a lot of work.

If you're just interested in doing some reskins, it would be good to look up what you can about UV mapping, which is how textures are mapped on to a 3d object in almost all games and a lot of CG.

Blender would still be a useful tool for doing this, since you could use it to check what faces on a 3d model line up with the space on the texture file, or your could rearrange those texture areas in 2d space to your liking to optimize them so to speak. Either way, good luck.
ZuluPower 28 Aug, 2018 @ 4:37pm 
I'm not an asset creator, I'm just curious to know how texturing works. I would need to re-skin a few simple models for my project of southern France villages. Blender and 3D Studio are very intimidating even with this very well written guide but I'll give it a try. Thank you very much for your encouragements!
220hertz  [author] 28 Aug, 2018 @ 3:10pm 
@haltauspam. Get a copy of Blender and dive in. It's free on Steam. And then start with this guide. That's what I did.
ZuluPower 27 Aug, 2018 @ 6:25pm 
Nice model, I like the fact that it comes without any props. Thanks a lot for sharing the source files, it will come in handy for me to learn how textures are working!
Aminushki 21 May, 2018 @ 7:27am 
super canada
White Rabbit 29 Jan, 2018 @ 12:37am 
I had a hunch it was Canadian
Froggy_NL 30 Nov, 2017 @ 6:02am 
This fits perfectly as a Dutch elementary school as well. Nice work! Thumbs up +1
220hertz  [author] 28 Nov, 2017 @ 7:34am 
I had planned on doing Point Prim [www.google.ca] at some point. East Point [www.google.ca] is also nice. Sure, let me know what you're thinking.
andrewhoffmann 28 Nov, 2017 @ 6:40am 
@220hertz I have only started last week, and am quite busy at work at the same time. I know that you have a few very nice lighthouses, these could be interesting to add :)
if you want, we can work on this together?
Vexashen 25 Nov, 2017 @ 10:26am 
that is what i meant actually. I havent been to charlettown in 21 years lol
220hertz  [author] 25 Nov, 2017 @ 10:05am 
@Vexashen - it's a big undertaking because of the layout, and could require multiple asset files ... unless you mean Province House, which I did a few months back. See here .
Vexashen 25 Nov, 2017 @ 10:00am 
why not the confederation building?
hadece 25 Nov, 2017 @ 7:55am 
@everyone To join this tri conversation. Your building is 12x8 squares: 96 squares. that makes it around 47 tris per square. That is actually not very much.

Recommendation for a residental building is around 1000 tris. Even the largest 4x4 would have 63 tris per square. BTW Almost no one in the workshop uses only 1000 tris on a 4x4...

So I recommend you all just unsub some of the popular 14 000 tri cars here and you can spam your city with this beauty.
220hertz  [author] 25 Nov, 2017 @ 12:14am 
@andrewhoffman - actually, are there any Charlottetown buildings you want to see in the game? I have three planned for the next month or so - St. Paul's Church, Confed Centre and - the Canton Cafe, just because. But I am open to suggestions.
220hertz  [author] 24 Nov, 2017 @ 11:03pm 
@AyameSM - or anyone else. In case you were wondering where this asset stands in comparison to the vanilla assets, please have a look at this image [i.imgur.com], While it is heavier in the main mesh's tri count, it's not heavier by much. In fact, it's lighter as a LoD model considerably - which is important. It matters more when you're zoomed out and moving around your city. The texture size is also the same as the vanilla schools - with the exception of the 64x64 LoD Euro school - and that's splitting hairs, really.
AyameSM 24 Nov, 2017 @ 12:30pm 
I have to agree with Eep. Though, this looks really nice, like a typical school. And I would love to use it more than once because of that. But I won't. Tri is TOO high. You can redo this and use bump maps instead to get the same effect on the windows and square accents.
为了热巴拉黑娜扎不列 24 Nov, 2017 @ 5:50am 
NICE!
andrewhoffmann 24 Nov, 2017 @ 1:23am 
@220hertz I'm starting a city based on Charlottetown this weekend. This will go straight in my built. Thanks :)
220hertz  [author] 23 Nov, 2017 @ 4:50pm 
@RMZX - Really? Can you provide a screenshot?
RMZX 23 Nov, 2017 @ 3:56pm 
I like it but in game it has no textures.
SanteSince88 23 Nov, 2017 @ 11:26am 
just what i needed
220hertz  [author] 23 Nov, 2017 @ 10:46am 
@dazzg99 - Yeah, it really depends on your frame of reference. There are universities and mid-rise skyscrapers on the workshop that have 11,000 plus. It doesn't make it correct - but I've checked the mesh weight in game and it's actually pretty reasonable. It could be better optimized, but I like the way it looks too. Thanks!
dazzg99 23 Nov, 2017 @ 10:39am 
The count may be high but I sure like the building :)
220hertz  [author] 21 Nov, 2017 @ 12:54pm 
@Eep - Fair comment. I'll add a note about it in the description. I admit that it's high.

The extra geometry was to avoid having illuminated and specular areas sharing texture space on a single face with non-illuminated and non-specular areas - C:S creates very noticeable aliasing as you zoom out from an object on those crossovers – and no amount of pixel precision or normal mapping seems to help it – it looks like arse. If you can point me to an asset that does this well, let me know and I'll take a look at it to see if I can do better. And I will not apologize for my silly squares, ever. : )

Thanks!
Eep² 21 Nov, 2017 @ 10:20am 
Tri count is ridiculous. Do you REALLY have to model the window frames and those silly square mulitocolored accents? Bumpmaps are your friend...
nate.gem 20 Nov, 2017 @ 1:59pm 
helpful when my city is huge:steamhappy:
Froggy_NL 20 Nov, 2017 @ 3:35am 
Nice work! Thumbs +1
Hilaritas 18 Nov, 2017 @ 11:57pm 
Fine work and conclusive description in every respect – thank you!
girlfromverona 18 Nov, 2017 @ 7:47pm 
Fantastic! Thanks so much.