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There are two reasons for an asset to appear in this section: (1) The asset is placed in the city but is missing (2) The asset is used by some other asset but is missing.
Props in buildings, parks and nets
Reflective Light Single
Used by:
Tiny 1L1W
Tiny 1L2W
Tiny 2L1W
You have Ground Light but it does not contain Reflective Light Single.
Name probably changed by the asset author.
Stainless Street Light
Used by:
Tiny 2L1A
Tiny 2L1W
Tiny 2L2W
Tiny 3L1A
Tiny 3L1W
Tiny 3L2A
Tiny 4L1W
You have Ground Light but it does not contain Stainless Street Light.
Name probably changed by the asset author."]
As LOM says, i have all the required assets but the names were changed by the author?
Also, could you Also Make that along with a Version with a Glass Sound barrier?
My only complaint is the 'street art' on the tunnel entrances. I know you said to just give the tunnel a name, and the graffiti goes away, but I have no idea how to do that. Most of my map is full of rural areas and the street art just doesn't look right.
Please help me enjoy your fine roads all over the map and tell me how to name a tunnel.
Again tho', excellent work!
https://i.imgur.com/DWJjg52.jpg
As seen.
Your 2L 1W also does the same, becoming a pure one way when in tunnel mode.
(posting it here too as I wasn't sure what mod was what at first :P)
Is that expected, or am I missing something? (I have both required items.)
There are two new road models coming this weekend: 3L2A and 3L2W.
I will also be gradually compress file sizes with more advanced modelling techniques with the target goal of making whole asset pack less than 20MB. For comparison's sake, an average, low-poly, vanilla looking road in the Workshop is normally 15-25MB, but I will soon be able to fit an entire asset pack in less space. It will not be done this weekend but will be gradually reduced in phases.
For odd imbalances like 5L2A, it's better to just draw a 5 lane, a 2 lane, and a median, than create a brand new asset just for it. The number of road types grows exponentially with increased lanes, I've counted up to 40 different roads just to cover all cases under 10 lanes.
Keeping in mind that every road has 5 different modes (ground, elevated, bridge, slope, tunnel), this goes up to 200 roads, 80 unique pillars (they have to be unique to avoid a duplicate prefab error), and I'll be surprised if your CPU can handle all of them.
Also, would love a 5+2 and 5+3
Next up - the little props like traffic lights and signs.
The pillars, five new pillars will be coming tomorrow. The new pillars are so small that you can fit them atop the median of an existing road, without blocking any traffic. They are almost like monorails with asphalt.
Very likely just finishing up all the small missing details on Tiny Highways + National Roads and optimizing it for performance will last till January next year.
- no traffic lights are spawned
- railroad crossings are not correct
Also it would be nice if you could make versions without the guard rails for the more rural area's
Tiny National Roads follows all the conventions, icons, and patterns of Tiny Highways, except they swing both ways.