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Well I might make variation for certain buildings but not just the height, design variations yes. (And I did on my two last ones).
I swear to god I HATE poopy Joe. Put him a rocket and launch him into space. Like... into the sun. Creators ought to be able to delete that crap from their pages.
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░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS POOPY JOE
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▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE WORKSHOP!
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So in essence, any asset becomes a pulsating yellow beacon : /
For instance: 4 windows, all 4 have a different i_map value. And we have placed 16 blocks of these windows on a wall for ease of reference. What happens: 16 windows will be lit, then dim, 16 other windows will lit, then dim, the 3d set of 16.. and 4th set of windows.
There is no possible way I can get the windows to be lit at different intensities/colours at the same time. So hence my question, how the fruggus did you? : P
If you're curious about how I made the soft shadows inside the windows I made a tutorial here : http://community.simtropolis.com/forums/topic/69212-tutorial-detailed-nightlights/
I re-explain the lightning system briefly in the beginning of it.
*one for blue
*one for yellow
Just saying it doesn't add up to have two versions of the same texture map, because my asset creater will go mental if I try to feed it more than one of each : /
https://forum.paradoxplaza.com/forum/index.php?threads/cities-skylines-after-dark-dev-diary-2-whats-new-with-modding.878916/
" It used to be the illumination map acts as a mask where a value of 0 (black) means no illumination and a value of 255 (white) means full illumination using the diffuse texture information.
We preserved this behaviour but squeezed the color value to range between 0 and 120 instead, where 0 still mean no illumination contribution from the diffuse texture and 120 means full contribution. We hereby freed the range 128 to 255 to allow windows to be lit randomly. A value of 192 means neutral, so if you want a building to be unlit at all times, the illumination map needs to be solid 192. The likelihood of a window to be lit at a given time and its intensity are randomized for values within 128 and 255, the closer the value is to a boundary the more likely it is to be lit and stronger.
I like your work.
You can still do a commercial version. Simple make the walls more concrete and keep the original roof. Would be cool. A coffe in the top. =)