Cities: Skylines

Cities: Skylines

Animated Escalator Pack
23 Comments
majin_kratos 24 Sep, 2022 @ 4:41pm 
Do cims use it?
potato24x7  [author] 11 Nov, 2020 @ 5:51am 
@RonyNaxz idk what to say. if u have published an asset you will find an update option in the content manager. You just need to import the model again with new textures and overwrite the existing CRP with the same asset name. check this guide here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=424748932
RonyNaxz 10 Nov, 2020 @ 2:43pm 
Hi, I've been following this asset for a long time and I noticed a long time ago that you fixed some texturing errors without removing the asset from the workshop. I want to do the same with an asset that I just uploaded and I don't know how. Can you explain to me how to update the texturing without deleting the workshop asset?
Nickayz 19 Sep, 2020 @ 7:49am 
Did I miss something? I want to integrate them into a train station. But they seem to be unique buildings, so I can place only one train station with them..
potato24x7  [author] 6 Aug, 2020 @ 12:16pm 
@Ryancat I do indeed use a oneway ped path just 1m width... tbh you can easily re-purpose any ped path like that in the editor. But the issue is walking animation will be there. I am going to update this within next few week which may include a path
RyanCat 5 Aug, 2020 @ 7:04pm 
can u make a tiny narrow one-way pedestrain road too fit this?
boformer 30 Jun, 2020 @ 4:26pm 
addeda preview to CAL page
potato24x7  [author] 21 Jun, 2020 @ 1:28am 
@AmiPolizeiFunk thanks.... bringing a non glass version in a few days... more suitable for Stations & terminals.
@DirtyHethen make sure transporting to city is hassle free due to pandemic.:steamhappy:
AmiPolizeiFunk 21 Jun, 2020 @ 12:53am 
You have executed what I imagined when I was doing my escalators for Bhf Alexanderplatz, but you've taken it to the next level by incorporating CAL. This is fantastic! Nice work :highlvl:
DirtyH 13 Jun, 2020 @ 2:51pm 
WOW! going straight into my city Minos! Well done
potato24x7  [author] 13 Jun, 2020 @ 12:21am 
@hevanschultz I am using these in my sunken LRT stops. If u lowering the steps but do not want lower the ground, how ur build work? If u r building something underground you have lower the terrain & cover the hole with plopable surface or network. It does not flatten terrain. Can you share screenshot for better understanding?
hevanschultz 12 Jun, 2020 @ 7:58pm 
It´s amazing! But, isn't possible to make a underground escalator, because the terrain goes down together and PO makes animation takes off. :(
potato24x7  [author] 11 Jun, 2020 @ 7:47am 
Updated... File size reduced to 16 mb now. Thanks to @pewex for her invaluable suggestion & thorough guidance. File will reduce more by following her idea of texturing & will be updated in a day or two.
potato24x7  [author] 10 Jun, 2020 @ 10:32pm 
@citywokcitywall Thanks man.... eagerly waiting for the video.
citywokcitywall 10 Jun, 2020 @ 10:06pm 
ignoring the file size, these are AMAZING. great work!! they're going into MARS now
potato24x7  [author] 10 Jun, 2020 @ 9:33pm 
@pewex ok first this is not stupid this is insane from steam. But thanks so much for the response, please accept the frnd req, I need much to learn.
Pewex 10 Jun, 2020 @ 12:18pm 
Had to post that as 3 comments because steam is stupid
Pewex 10 Jun, 2020 @ 12:18pm 
As for tris, reducing number of tris will not significantly affect file size but can impact framerate. For a single thing it's not so important but it can become a big problem the more objects there are on screen.
Pewex 10 Jun, 2020 @ 12:17pm 
I'm not sure how it's possible that low resolution textures would still create a 6 mb file... unless it has something to do with animation. But that still doesn't make sense because then the animated file with a large resolution should cause a larger file size anyway... I will have to look more into this and probably do some experiments on my own.

My advice to you with regards to optimisation is to not use space if you do not need it. If you can make a smaller texture, do so. Something like 60-80% of your image is gradient or flat colour... I don't know if you are using it for animation, but if you aren't... textures fulfilling that function could probably fit in an area 5-10 times smaller. I would suggest putting more focus on the more "irregular" parts of the texture: the studded floor and the direction lights.
Pewex 10 Jun, 2020 @ 12:17pm 
There aren't very many guides for making assets so a lot of assets end up unoptimised. This is understandable. My early assets are also poorly optimised and even some of my recent ones could be optimised a lot better, probably.

If textures are shared (identical texture maps) then it should not be a huge problem so I guess it's ok. It will use much less than the 62 mb that the workshop suggests.

I find it incredibly hard to believe that the textures are 240 kb if they are 2048×2048 (dimensions according to textures that I extracted from the crp); regardless, even if they are 240 kb before importing into the game, CSL "compression" will probably make them a lot bigger, given the actual dimensions of the texture.
potato24x7  [author] 10 Jun, 2020 @ 9:07am 
@pewex I am completely new to this, very much amateur. I tried to contact a few asset creator before publishing for testing, did not get much response as its not easy to make time in between. Diffuse texture is 240 kb, I do not think its the problem. CS do compress textures insanely anyway. I tried with a very low poly model, tried with low resolution textures, but generated CRP for all combination stayed at around 6 mb. So I am open to any help that I can get to reduce the file size to save ram. Models do share texture though in loading screen.
Pewex 10 Jun, 2020 @ 1:46am 
Why is this 62 mb? How large are the texture maps?
hemeac 9 Jun, 2020 @ 3:34pm 
Looks really great!