Cities: Skylines

Cities: Skylines

SurelyCam (Based off of nlight's mod)
62 Comments
surely  [author] 22 Feb, 2017 @ 3:57pm 
I haven't touched this for years, soz dude
Vellis 22 Feb, 2017 @ 11:03am 
Is this working?
I need ot hide UI for screenshots :D
Deadman 25 Mar, 2015 @ 8:01pm 
The game is broken for me without inverted camera controls so I am looking for someone to make a mod. Basically to explain:

When I click and hold the mouse wheel (the button within the wheel itself) and move the mouse down, I expect the camera to tilt down, but by default it actually tilts up towards the sky. Same with the x axis, when I click and hold the wheel and move the mouse left, the camera actually tilts towards the right. To me, this is backwards, I would like both settings inverted (or better yet, an option made available). Am I making sense? do you have the skills to do this?
surely  [author] 17 Mar, 2015 @ 5:38pm 
I don't pull code from his version commonly, but I'll apply the fix when I can.
amoebae 17 Mar, 2015 @ 5:22pm 
An update about Dynamic Res: nlight has fixed the vortex/fog bug, so now your camera works just great in that regard when paired with that mod. However, it still disables your fov right click+drag controls. Not sure if that's something his end or yours. Has anyone else experienced the same?
amoebae 17 Mar, 2015 @ 10:48am 
@Surely - well I concur, being able to control the camera solely through the mouse and keyboard is my preferred way of using it, so I hope you manage to find a solution that you're happy with.

Dynamic Res is definitely doing something funky. With your mod and nlight's camera mod I have to scroll right out before I activate it or I get weird lines that converge on the horizon and then a milky fog across the whole scene. I think it's something to do with tilt shift, because once you scoll out far enough to disable that the cameras both work fine (barring fov control in yours) - but then tilt shift doesn't work either.
kinnikunky 17 Mar, 2015 @ 6:09am 
I wonder if we can tap into the already binded keys somehow?
surely  [author] 16 Mar, 2015 @ 10:03pm 
I'll look into the incompatibility. I have a few planned features (Of which might not even be possible) such as clipping with buildings and roads, adjustable depth of field, and maybe even the ability to mess with shadows and lighting. However, I've always been against having menus that you always need to release camera control to get to, and I would prefer having the user hold down a key and use the mouse, but since I'm going to be working with AZERTY keyboards as well, I might have to create a rebindable key menu.
amoebae 16 Mar, 2015 @ 9:20pm 
Wanted to add to my earlier comment about fov not working for me: it seems to be a conflict with Dynamic Resolution. I was having problems with that mod earlier (I think an update borked it in some way), so turned it off, and now your fov control works flawlessly.

So that's yours and nlight's own camera mod that Dynamic Resolution conflicts with in some way. Rather disappointing, but at least I know why your fov wasn't working now!
kinnikunky 16 Mar, 2015 @ 1:32am 
I also found where it is that Instance Meshes are being kept... so it might be possible to add mesh colliders to 'objects' but I'm guessing it would be far too cpu intencive if that's all we did
kinnikunky 16 Mar, 2015 @ 1:31am 
Dug further.. There are seperate raycast methods for each type of 'object'. There is NetManager.raycast for roads, bridges and water. Then there is BuildingManager.raycast for buildings. PropManager.raycast ect ect
kinnikunky 15 Mar, 2015 @ 10:05pm 
@eagleFMJ. Yeah I meant "ground level camera" by um3k. It has bridge support as of yesterday.

@surlely. Respectfully I inform you that you are incorrect sir. Um3k has raycasting against terrain, bridges, service bridges and pedestrian bridges. I don't think it would be very hard to add horizontal Rays to test collision with building... Or vertical Rays to let you climb stairs. Anyway, ask to see um3k's code if you want see what I'm talking about. Look into the NetManager class, it is HUGE and gives so much functionality to modders!

Edit: To be specific, it's part of Assembly-CSharp. One of the classes is NetManager and it contains the raycasting methods.
amoebae 15 Mar, 2015 @ 5:34pm 
@Surely - thanks for the heads up about nlight's camera, I didn't realise he'd updated it. Sadly I'm getting a bug with it when using Dynamic Resolution, otherwise it would be absolutely perfect for me. With that in mind, are you still planning updates to this mod, still looking into incompatibilities, some of the problems some people are having, etc? I understand if you're not - this is your hobby, not your job after all. Thanks for speedy replies, much appreciated :)
eagleFMJ 15 Mar, 2015 @ 11:18am 
@kinnikunky do you mean "Ground Level Camera" by um3k? I can't seem to find a mod named "Eye Level Cam".
surely  [author] 15 Mar, 2015 @ 11:00am 
@amoebae It should be adjusting your FOV on a 1:1 scale. If my camera is causing issues, try using nlight's camera again. He added a GUI menu that lets you adjust the FOV without keyboard or mouse input. My camera is designed to allow you to move and adjust things about the camera without having to leave the camera, but his lets you do quite a bit more.

@kinnikunky The majority of eye level cameras are simply using a default unity function to find the Y height according to the camera's current X and Z coordinates, and then they just add 45 or so to the Y height that it returned and makes the camera's Y height match that. This only works for terrain, not for roads or buildings. I'm trying to make mine work for buildings and roads, but if the damand is high, I'll just add support for that.
amoebae 15 Mar, 2015 @ 10:54am 
@Surely - I tried out your suggestion about using Cursor Jail to see if that made right click+dragon work for fov/zooming but alas it doesn't. That feature doesn't work at all for me. Could it be that it's set to be very slow, like the speed scrolling originally was, and maybe my mouse sensitivity means it's just not registering? I wouldn't have thought that's the case, since I haven't altered the in-game mouse sensitivity and my mouse responds just fine, which suggests my mouse isn't set to anything out of the ordinary.

This is most peculiar. Being able to alter fov is one of my most wanted features!! Is it working fine for everyone else?
kinnikunky 15 Mar, 2015 @ 1:42am 
Hey Surely! LOL.. that sounds a bit too crazy for me :D Yep, CS definitaly doesnt use Unity Colliders. Buut, the author of the "Eye Level Cam" mod just cracked it today! And from what I'm guessing from the code, it may be possible to add more then just ground collision via this. You may want to ask them if they are ok with sharing code between projects. Or if you can contribute to thier project or something. Combine forces? Learn of thier NetManager raycasting something something.. ItemClass.Service....**** next level jedi stuffss ;) awesome deep this games api rabiit hole be looking from here :D
surely  [author] 14 Mar, 2015 @ 11:55pm 
Has anyone attempted building a mesh of sorts using gatherpathvertices? I've never done something like it but it's so crazy that it might work.
surely  [author] 14 Mar, 2015 @ 11:44pm 
@kinnikunky I did some experiments of my own and came to this conclusion: They don't use physics at all, or at least any type of collider that unity uses by default. However, you may notice that in typical gameplay the camera will be able to move up and down to get out of the way of the roads. I'm assuming that this means that there is some kind of collision detection for roads and buildings. If I find some way to tap into that to allow a ground level camera, I'll be putting that in the source.

Also just if people are wondering what I experimented with, I attempted to add a Linecast trace where if the camera got too close to any surface with collision it would set its height to the cast hit point + 45. However, the cast hit would always return false, which made me come to the conclusion that C:S does not use unity physics in any way. If a C:S dev is reading this, could we get more api documentation?
amoebae 14 Mar, 2015 @ 11:38am 
@kinnikunky & Surely - that ClipPlane change would be very welcome, certainly. Trying to take ground-level screenshots can be quite a challenge because the floor starts to clip so far ahead of the camera. Same for wanting close-ups of things.

Thanks for your continued work on this mod, it's a must-have for me.
777Shot 14 Mar, 2015 @ 11:03am 
Do these mods update automatically once uploaded?
botcherO 14 Mar, 2015 @ 4:16am 
My feature request is to add a description what the heck it does.
kinnikunky 14 Mar, 2015 @ 1:55am 
One side note.. Adding a RidgedBody DID cause gravity to kick in. But you just end up falling though the ground.
kinnikunky 14 Mar, 2015 @ 1:54am 
Hows it going Surely? Thanks for posting with source (and thank nlight). I got it compiling fine in Monodevelop and I'm willing to help test some stuff. I've got some experience in Unity.

Mostly I'm interested in looking into collision detection... It seems the other "eye level" mods are using the height map. I tryed simply attaching a CapsuleCollider to the camera object but it doesn't seem to trigger when I run into things. I'm guessing the other objects and the ground dont use colliders? Have you had any luck with this?

Also, Camera.main.nearClipPlane = 0.1f; if you'd like the camera not to clip from so far away.

Thanks again, good luck / skill!
surely  [author] 13 Mar, 2015 @ 5:46pm 
Also I removed conflicts between mine and nlight's mod, so there shouldn't be any issues based on which one you subscribed to first.
surely  [author] 13 Mar, 2015 @ 4:46pm 
Alright I increased the sensitivity of the mouse scroll speed. To all the people who are having issues zooming: Are you playing in windowed? If the mouse goes off the window, the game will not detect your right click and therefore you cannot zoom. I'll be looking into this, but try getting a mod like Cursor Jail: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=405920272
zuff 13 Mar, 2015 @ 12:04pm 
@SurelyExploding Seems to work now, I guess I just didn't expect to have to scroll the mouse wheel like crazy. Glad to hear you're making it more sensitive and that you're adding the "Ground Level" camera from Walking at Street Level Mod.

Have you thought about hotkeys for camera speed? Like hold shift to sprint and hold alt to slow down?
amoebae 13 Mar, 2015 @ 12:03pm 
This is a great mod, thank you. I'm using it with the hide hud mod, and the dynamic resolution mod, and I'm taking lovely screenshots. Thank you for your hard work.

I'm having one problem though: zooming doesn't work for me. Right Click + dragging doesn't move the camera at all. I'm using a Logitech G600. Also, I scroll and scroll and scroll, but the speed change is imperceptible. It might be that I've reached the slowest speed and that's why I'm not noticing it, but I'd certainly appreciate an even slower bottom speed for fine tuning those screenshot angles.

Either way, thanks for the hard work.
sntc06 13 Mar, 2015 @ 11:07am 
Hi, there is a bug, when activated this mod, all the underground water pipes and subways seems have a padding away from its actual location, if I disable this mod then it displayed correctly.
Country 13 Mar, 2015 @ 7:30am 
Just scroll the wheel down guys. the more you do down the slower ir will get. It may take a few turns but it does work.
surely  [author] 13 Mar, 2015 @ 6:58am 
Sounds like I need to make the mouse wheel more sensitive. I'll work on that when I get home.
Country 13 Mar, 2015 @ 6:32am 
Derp, I see now, the mouse wheel does make it slower. Ok then, nothing wrong for me! :)
Dubs 13 Mar, 2015 @ 6:21am 
Can not zoom in any more using the right-click dragging method .. also, mouse wheel doesn't do anything for me, neither (using Death Adder 2)
Country 13 Mar, 2015 @ 6:04am 
It is quite fast moving thru the city. Can u add a speed option? If there is already one [;ease tell me what it is. If can get it to go slower then this feature could get some really great cinematic shots.
Snazz 13 Mar, 2015 @ 12:29am 
Helps to have a free-spinning mouse wheel :D
surely  [author] 12 Mar, 2015 @ 9:58pm 
@Zuff Nope. What mouse do you have? As far as I can tell you're the only one with this issue, but I might be wrong, but since my method uses the same inputaxis as the game's zoom function, there shouldn't be an issue.
zuff 12 Mar, 2015 @ 9:44pm 
Is there something special I need to do to speed up and slow down the camera? Mouse wheel doesn't seem to have any effect!
surely  [author] 12 Mar, 2015 @ 5:32pm 
Oh, I thought you were saying that the camera was still following the car in first person but was bobbing. Sorry, must have misread.
777Shot 12 Mar, 2015 @ 5:12pm 
"Whatever you're experiencing is not intended in any way" Are you refering to my post? My comment was not related to your mod. In the original game, when we click to follow, the camera switches to a new angle. I thought maybe you could mod the camera to not switch views.
Obama-san 12 Mar, 2015 @ 2:20pm 
I couldn't get some of the controls working, but the customisability of this mod makes this the top pick of all the First Person cam mods so far. Fantastic work!
surely  [author] 12 Mar, 2015 @ 11:32am 
I didn't even realize that telling it to follow and then switching cameras even did anything. Whatever you're experiencing is not intended in any way, I'll check it out when I can.
777Shot 12 Mar, 2015 @ 11:18am 
To clarify,...staying at the same height means... the height that the camera had when it started to follow, (which should be the height that I had before following as opposed to the game creating a new following angle.).
777Shot 12 Mar, 2015 @ 11:15am 
I noticed that when I follow , and readjust the angle to my preference while following, then the camera would bob up and down depending on where the followed object was.
zuff 12 Mar, 2015 @ 11:13am 
The mouse wheel scrolling up and down seems to have no effect.
surely  [author] 12 Mar, 2015 @ 10:56am 
@777Shot You can already slow down. All the follow mode requests are things I'm looking into. Could you clarify what you mean by "Have the cam in follow mode stay the same height"? Do you mean the height of the thing your following or the height that the camera had when it started to follow?
777Shot 12 Mar, 2015 @ 10:50am 
Tried your mod and it enhances the game experience. A few requests;

-have the mod not go through the floor

-have a slower speed, perhaps by pressing shift

-have it work in follow mode,(and allow camera rotation while following)

-when selecting follow mode, have the camera not readjust angle. Have it keep the same angle as just before following. This way, switching between sims/cars keeps the same perspective.

-have the cam in follow mode stay at the same height.

Somehow related would be an option to slow the game down one speed. A realistic speed at a lower view following angle generates the proper perception to create the illusion that you are, living so to speak, in the city.

surely  [author] 12 Mar, 2015 @ 10:23am 
@XDMultiplayer That'll take some trickery, and I'm still new to unity. I'm not saying no though

Also the mod has been updated!
http://www.reddit.com/r/CitiesSkylinesModding/comments/2yt6oh/updating_mods_is_possible/
Other developers can check here for how to update.
XDFancyPants 12 Mar, 2015 @ 10:08am 
Can you make it so the camera doesn't go through the floor in the next update?
surely  [author] 12 Mar, 2015 @ 7:26am 
After some investigation, I can not currently update my mod on the workshop and would have to upload a new one. They said they are working on getting a patch out ASAP to fix this issue, so for the time being, this will not be updated on the workshop.
surely  [author] 12 Mar, 2015 @ 7:07am 
At the current moment, my most recent changes have no been uploaded and I do not know why. I'm looking into this now, sorry if this annoys anyone.