Cities: Skylines

Cities: Skylines

Columbia_Center_Tower_12x13 (Seattle,WA)
48 Comments
Mike_M400 1 Jan, 2017 @ 2:30pm 
Wow very accurate to the real thing insanely accurate actually
Captain-No 21 Feb, 2016 @ 6:05am 
fit well in the -Pacific Coast- all in one Collection:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=628114281
thank you Thumbs up
ConureGuy_411 1 Feb, 2016 @ 4:53pm 
It is an interesting option. I've only seen it done with lighthouses (free range placement). Sometimes it is a pain placing the big buildings as they 'snap' to one side and it may not be the side you want to show on that particular road. I would imagine one could still snap it to existing roads it just would need to be done manually vs automatically by the game.
templeofdoom  [author] 1 Feb, 2016 @ 8:38am 
Most definitely - you just have to add them at least a square away and it will work fine.
ConureGuy_411 31 Jan, 2016 @ 7:05pm 
But we can still add roads to the side of it right?
templeofdoom  [author] 31 Jan, 2016 @ 4:33pm 
Mine is the one that doesn't snap and is fully ploppable. I know some people dislike that but I actually did on purpose as I like to make some of my unique buildings around an area of the city rather fit it to the roads I've laid down already.
ConureGuy_411 31 Jan, 2016 @ 4:29am 
I have this version as well as the one by ExtraNoise but I can't figure out which one doesn't 'snap' to the roadside.
ConureGuy_411 28 Jan, 2016 @ 10:24pm 
Well, then I'll tick it down to 100% and try that. It is much more enjoyable. So thank you.
templeofdoom  [author] 28 Jan, 2016 @ 10:16pm 
I would recommend whatever setting you prefer so the game plays smoothly. I recently upgraded to a 2k monitor so I usually keep my Dyn. Res. to about 100% unless I'm doing screen shots then I'll bump it to 150-175%. Hope this makes a more enjoyable game for you!
ConureGuy_411 28 Jan, 2016 @ 9:04pm 
LOL, nevermind. I had to enable the DR mod in the panel. OOPS! I 'think' this may be what fixes it. I maxed it out at 300% (just to see what would happen) and the game was a bit laggy. So I brought it down to 150% and it's perfect. I could probably go to 200%, but I'll stick with the 150 now. What percentage would you recommend?
ConureGuy_411 28 Jan, 2016 @ 8:54pm 
I tried the F10 key and nothing happens so not sure where to go from here.
ConureGuy_411 28 Jan, 2016 @ 2:15pm 
Thanks, I'll try that. May I ask what camera mods you had active when you took those pics? It's actually not just your building pics, but many other modders and creators here also have awesome pics. I've not tried that super sampling F10, but I certainly will! If I can't figure it out, I'll take some pics in-game of the type of distortion I am talking about to give you a better idea.

I'm not too worried about performance heaviness, to be honest. CS is probably the most demanding game I play and the temp RARELY goes above 50c and it's usually with other games that it does that. CS is actually relatively easy on my GPU. It's usually around 25c idle and between 35-45 full load. I clean my pc fans regularly and also use MSI which really helps.

Thanks!
templeofdoom  [author] 28 Jan, 2016 @ 8:46am 
@Ziggy_Birdman - I suggest getting the Dynamic Resolution mod and tweaking with the super sampling settings it offers (F10 key in game). Please note it's very performance heavy when you start to scale so go slow but it does make a huge help in crisper graphics. Try that and also try to get creative with the camera lighting mods as the lighting in game also makes a big impact on how things look and appear.
ConureGuy_411 27 Jan, 2016 @ 8:15pm 
I have a number of LUTs as well as the Classic mod by BloodyPenguin but I don't have the Dynamic Resolution mod. Should I get it?

Not sure what the game settings are, but I have the best options for them selected. My system spcs are W7-Pro-64bit, 24GB DDR3 Ram, 2GB DDR5 Radeon HD 7800 series graphics card.
templeofdoom  [author] 27 Jan, 2016 @ 8:24am 
@Ziggy_Birdman - maybe I can help? What's your system specs like and what settings do you have on your game for graphics? Do you also install any mods for graphics - like Dynamic Resolution?
ConureGuy_411 26 Jan, 2016 @ 11:00pm 
Why is it that buildings like this look so beautiful in pictures but not in my game? Do I have a wrong setting?
templeofdoom  [author] 3 Jan, 2016 @ 9:11pm 
Hey @SiddiusBlack - sorry about that last update, I haven't gotten around to it due to some IRL responsibilities etc. I will try to do my best to get this updated. I believe this building generates a tourist level of "5" for whatever that may mean ( see the picture slideshow for a picture of the building stats). Thanks again for your patience.
SiddiusBlack 2 Jan, 2016 @ 9:20am 
Heys temple whats about the update you planned for end of october? Did your building creates tourists and visitors? The one from ExtraNoise did not...
Alex Monamochamuch 23 Oct, 2015 @ 4:47pm 
Ok
templeofdoom  [author] 23 Oct, 2015 @ 4:29pm 
Thanks Dave! I just learned a technique to reduce the specular issues around the windows so I hope to update this in the next week or so. Keep an eye peeled in game for that! :)
Alex Monamochamuch 23 Oct, 2015 @ 4:01pm 
Awesome
templeofdoom  [author] 6 Oct, 2015 @ 9:37pm 
@Golden Diamond945 - we're good to go for after dark!
Xaxutsu 4 Oct, 2015 @ 11:30am 
Its ok, I understand moding is time consuming, Looking forward to it!
templeofdoom  [author] 4 Oct, 2015 @ 10:41am 
@Golden Diamond945 - sorry, I've been too busy IRL as of lately. I plan to update this asset in the next couple of days, please stay tuned and thanks for your patience! It's a lot of work to convert these older assets! Thanks for understanding! :D
Xaxutsu 4 Oct, 2015 @ 9:04am 
Has this been updated for After Dark Yet?
templeofdoom  [author] 7 Jul, 2015 @ 1:08pm 
@MrMiyagi - thanks! I'm a noob and just learning so thanks for the compliments, I hope to make more quality assets as I move forward. Thanks for subbing!
MrMiyagi 7 Jul, 2015 @ 11:42am 
WOW you have beautiful stuff! I'm glad you commented over by me...you've got great talent here! Modeling is way past my skill level :D Subbed!
templeofdoom  [author] 6 Jul, 2015 @ 2:18pm 
@Arkiasis, Just FYI I didn't convert this from SC4 as this building was custom modeled for C:S. I'm a new modeler/asset creator so there is huge room for improvement moving forward to future assets!
Arkiasis 2 Jul, 2015 @ 12:43am 
Hey I remember this building from Sim City 4. :D
Xanric 30 Jun, 2015 @ 7:54pm 
Great mod! You should rename it to Columbia Center - Seattle so it would be easier for people that want to have Columbia Center mod for their cities.
templeofdoom  [author] 30 Jun, 2015 @ 1:19pm 
Thanks for all the great feedback guys! Increases my confidence hit points to +150 and my bo staff skills to +1. :) @Shroomblaze - so you're saying, I'M IN THE CLUB??? Yiiiiisssssss. :D

@Agusingnavy, that's a very good idea & advice for the scaling. This building isn't 1:1 truly as I had to chop the height down a bit (stands at 294m IRL this model is around 250m) but I am with you on importance of scale. I've had a few props that were completely out of whack and noticeable when in game compared to other objects.

Again, thanks for the feedback guys - those types of criticisms and critiques are what's going to make me a better creator!
agusingnavy 30 Jun, 2015 @ 11:30am 
For being the first complex building, you did a great job, and that new one you are making is a beauty at this moment. This is my review as a civil engineer but from a game perspective. And like I told to @Tobse once, always keep in mind the scale of the building (he did two scales you can use in this game ) , this is really important. Keep up this great work !
Leo Mystic Magic 30 Jun, 2015 @ 11:19am 
Also great work, I've had to unsubscribe to a lot of stuff that I did not want to unsubscribe to just to keep my computer running good. This has made the cut and is going into the collection. :)
Leo Mystic Magic 30 Jun, 2015 @ 11:17am 
I wouldn't really worry about that little thing I just complained about, I rotated the building and it disappears, might have to do with the angle.
Leo Mystic Magic 30 Jun, 2015 @ 11:15am 
Yup templeofdoom. Problem solved although there is one minor problem at the top right of the building I get that turns it into a grey blob for some reason.

http://i.imgur.com/5rJ5l3X.jpg

Also 200 Tris for a building this size is good, do you even know how many ploppable buildings out there go above 900? Like 80% of them lol.
templeofdoom  [author] 30 Jun, 2015 @ 10:57am 
Thanks @agusingnavy! This was my first "larger" building that wasn't a very badly done simplistic prop and or a smaller simpler military style building. It was a great learning experience in designing buildings that are more complex for the game and I look forward to my next projects. Here's one I started and hope to release, it's more of a military look right now but hope to make one for a generic "industrial" feel too. http://i.imgur.com/nqC6wvX.png I'm starting to get the hang of texturing and UV unwrapping better...hope to keep increasing my quality and skill level. Thanks again for the props!
agusingnavy 29 Jun, 2015 @ 10:14pm 
@templeofdoom I really like the dark texture in glassy buildings, and good work with the base. keep making this kind of stuff. @Shroomblaze, those images are worst than the LOD issue ;)
templeofdoom  [author] 29 Jun, 2015 @ 9:55pm 
Fixed the LOD's texture issues. Not the greatest LOD job I've seen on this game but it will have to do for now. Must...move....on...to....other...assets. Let me know if ya'all see anything else on this that could be fixed etc. etc. etc., I love the feedback and would love to keep making stuff for people to enjoy.
templeofdoom  [author] 29 Jun, 2015 @ 5:50pm 
Added blank LOD_a and LOD_s and texture issues still remain. Double checking UV mapping to get this fixed. Will also be updating the properties of this building to be a little more manageable for a smaller city (like mainetnance costs etc.).
templeofdoom  [author] 29 Jun, 2015 @ 4:39pm 
@Shroomblaze, I just realize that I may not have put a LOD_a and a LOD_s for my building which could be the reason why my texture's are all jacked (not 100% sure). I checked some things late last night and nothing was "blatant" in Blender but nothing usual is when a problem arises. I'll get my hands into it tonight and really see if I can get the LOD updated.

Just for reference, for a building like this - do you think closer to 200 tris is pushing it too much for the LOD? Part of the reason the transition looks shitty is I reduced the polys on the LOD to closer to around 130 or so and in doing so I removed some of the curvature and side pieces of the building - which consequently is pretty noticeable when transitioning now that you mention that....
naokika 28 Jun, 2015 @ 5:33pm 
At least better than my method where I reduce the spec % and use a black window texture on diffuse. Don't mind if you PM me, my reddit's user is nankink. thx for replying :)
templeofdoom  [author] 28 Jun, 2015 @ 3:23pm 
Hey Foxnine - so this is sort of a gimmick. I had the hardest time with the windows because of the shaders used in the game creating artifacts. You can even see them in the screen shots (white boxes) but since somehow I tweaked one of the maps a bit it for whatever reason came out not that bad, at least where I Felt good enough to release it. I can PM you on Reddit with a longer explanation if you are interested, Steam limits our posts. ;/
naokika 27 Jun, 2015 @ 11:51pm 
nice to see that you achieved the darker windows (saw your reddit post)
now it's my time to ask, how did you find out? lol
templeofdoom  [author] 27 Jun, 2015 @ 11:28pm 
Wow, this is the kind of feedback every model needs! Thanks Shroom blaze. I thought the LOD looked quirky on my computer but man I wasn't able to isolate it like you did. I'm going to revist this right away and see if I can fix the LOD. It was definitely a pain to figure out how to reduce the TRI's on my first real building but I'll revisit that for sure.
Leo Mystic Magic 27 Jun, 2015 @ 10:40pm 
Here's a couple more images...

http://i.imgur.com/J6SoCIH.jpg

Here's the line I'm talking about... http://i.imgur.com/yQTk7R9.jpg
Leo Mystic Magic 27 Jun, 2015 @ 10:37pm 
Hey, this is some top quality work. Though the lod ruins it for me, I think you could do a better job with that. Just check out this image...

http://i.imgur.com/m2rmGo2.jpg

You can see all kinds of patches on it when zoomed out, there is also a big line down the other side. Hopefully you can fix it and make it look nicer like you don't even notice a transition.
templeofdoom  [author] 27 Jun, 2015 @ 8:14pm 
I don't know how to figure that out completely, but the real building is 284 meters and this model's height is 252 meters. I think when I was first modeling I had to scale it down to fit the plot size.
Chosen One 27 Jun, 2015 @ 8:08pm 
What's the scale?