Cities: Skylines

Cities: Skylines

Generic Futuristic Blocks Collection
11 Comments
Evil Dave of Canada 27 Aug, 2019 @ 1:05am 
Thank you
Polka 26 Aug, 2019 @ 9:24pm 
Awesome mods by you man. Hologram info is my fav
Teldaril  [author] 25 Aug, 2019 @ 10:53pm 
Specular - Strength of reflection of light
Color - Additional colorization for ingame color variation
Alpha - Transparency of texture (but only 100% visible or 100% transparent in c:s)
Evil Dave of Canada 25 Aug, 2019 @ 7:06pm 
I have no graphics training but I do like to have at least some understanding of the terms so I don't look like a idiot in a conversation.
Evil Dave of Canada 25 Aug, 2019 @ 7:04pm 
They are different types of textures(maps) that all assets use:
D(iffuse).........Color texture
N(ormal)........Lets you add detail without increasing the tri count
I(llumination)..Nght lights texture
S(pecular).....
C(olor)..........
A(lpha).........

Could someone please add a nice concierge explaination for the lines without a description
nardo 25 Aug, 2019 @ 7:20am 
I love this so much teldaril! i really hope for more futuristic stuff-- especially holograms..big ones small ones.. animated ones..all GrEAT!
Teldaril  [author] 24 Aug, 2019 @ 11:51pm 
Ah, yeah. It is a common term for asset creators to use "texture map". :D You tend to forget that other people might not know.
Evil Dave of Canada 24 Aug, 2019 @ 1:07pm 
Thank you both for the very concise explanations.

I was also confused about your use of the term map but now I understand how you are using the term.
I was thinking, How do you load these six(6) other maps along with the map you want to play on?
Now I know as I had never seen map used for anything except maps to play on
Teldaril  [author] 24 Aug, 2019 @ 3:37am 
One asset contains different texture maps. Thanks to alecjoosten for clarifying. The missing ones are s(pecular), c(olor), a(alpha). All the assets use the same 6 maps. The game itself would load all assets with all 6 maps despite all 6 are the same for every asset (because that is how CS works because they don't really reuse maps). This would fill the RAM unnecessarily. But thanks to the Loading Screen Mod all 6 maps will be loaded once and all 81 assets will use these 6 maps.
AstroStelar 24 Aug, 2019 @ 3:20am 
They are different types of textures:
D(iffuse) = color texture
N(ormal) = lets you add detail without increasing the tri count
I(llumination) = night lights texture
Etc.
Evil Dave of Canada 23 Aug, 2019 @ 2:13pm 
Can you please elaborate on what you mean by:
"maps (d, n, s, i, c, a)"
I have not seen this abbreviation before.