Cities: Skylines

Cities: Skylines

FancyTrack B
25 Comments
ℕ𝕦𝕜𝕒ℂ𝕠𝕝𝕒V2 16 Jan, 2018 @ 3:16pm 
Update for modded roads ?
bassist 13 Jul, 2016 @ 12:05pm 
Do I understand this correctly but this only works with rail tracks and not tram right? Is there a Tram-version of it?
Obscurity 19 Jun, 2016 @ 12:07am 
Thanks!
I AM BORG 18 Dec, 2015 @ 3:25am 
Yes I agree Exiri I reckon it would be realnice if we could plonk them on the roads, maybe have a tram track upgrade option button for roads, we have a lot of tram tracks in the middle of roads in my city as I'm pretty sure there are all around the world. So I reckon there should be an option to have them on the roads as well as a seperate network option under transport.
GCVos  [author] 17 Dec, 2015 @ 6:17am 
I agree it would be better to have this networked. This does has the advantage of being a park without taking up extra space. But I have high hopes for some kind of transport updates/dlc... Meanwhile there's TAM/T++/Next :)
Stars 15 Dec, 2015 @ 2:07am 
@I AM BORG: partly the reason I am not currently working my ass off on more tram stuff(although I will update the transportation buildings ^^). Have a good feeling Paradox is onto something. Although I must say, train-in-avenue looks damn pretty as is!
-->But really, having them already IN the road by default would open up a plethora of modding options and allow us mod/asset fans to go absolutely mental : P

In the meantime though.... more train tracks! ^^
-Xiri
I AM BORG 14 Dec, 2015 @ 1:00pm 
GCVos in terms of curves it would be easier to wait for Colossal to release trams and tram tracks section in transport with their next update, which I have a feeling they'll probably do .... i know a lot of people will be hanging out for that. Then you'll have something to work with with some mods, just like people have done with train tracks. Curves you can only do 90 degrees, T intersection, Y intersection .... you can't do custom curves which you need a lot of in the game like you can do with train tracks.
GCVos  [author] 14 Dec, 2015 @ 12:09pm 
I'm probably not going to do it like A again with the modelled foliage. It removes the need for tree props but it's also 80% of the polycount. I hadn't really thought about corners and intersections, those would definitely be a lot of work unless all using a generic filler.
Stars 14 Dec, 2015 @ 12:19am 
@GCVos: Which is probably why your tris count skyrockets. 10x custom asset of x amount of tris, is a LOT of tris. 1x custom asset that happens to contain 10 trees by default would be much more efficient in terms of tris. Sadly though, you'd have to create the tree "plop" for each section individually, atm you have A and B which are straight, forming the ideal training ground!

For curves, Y- and T intersections.... I'd be willing to help out on designing the crap without interrupting traffic, but not a tree hero! Also: your rounded curb has about 5 times the amount of tris than a straight 90" angled one, all things for improvement, especially for LOD since nobody will even see the damn curbs at that distance (tris could be like 32).

Anyhoo, my two cents, happy building all ^^
-Xiri
GCVos  [author] 13 Dec, 2015 @ 10:50am 
No, I can't control the height of a tree, like you said those values are randomized values set by whoever created them. I just looked for ones that would be narrow enough not to hit the power lines.
I AM BORG 13 Dec, 2015 @ 10:47am 
Not too fussed on type of trees as long as they look nice. These trees look nice, they are just far too tall. You should be able to make trees different heights. when you place trees they come randomly at different heights. Surely you noticed that when creating this mod?
GCVos  [author] 13 Dec, 2015 @ 10:39am 
Tris count I'm affraid isn't going to get much lower than this.

@ I Am Borg: What trees would you have preferred?
I AM BORG 13 Dec, 2015 @ 9:35am 
Yep I agree, very nice, however trees too tall on this one.
Plus can't use this on curves which sux but oh well.
Stars 13 Dec, 2015 @ 4:57am 
Love it!, but yet again, tris too damn high : /

My GPU is melting...
GCVos  [author] 12 Dec, 2015 @ 1:48pm 
Thanks everyone!

@Andrew: You have to place and connect them like the screenshot shows.
Raclethe™ 12 Dec, 2015 @ 10:18am 
Very nice !!!:steamhappy:
Ringus 12 Dec, 2015 @ 10:01am 
Brilliant idea! Thanks!
ser barristan 12 Dec, 2015 @ 9:01am 
do these just happen by defult or do you have to place each one. Because i dont care how great this looks i am not redoing my whole train system
core79 11 Dec, 2015 @ 6:39am 
I think you have always great ideas! Great job! As always.
Slachy 8 Dec, 2015 @ 5:08am 
yea maby i can move it a bid but i still thinks a filler will works verry nice with advancde road anarchy or no pilar overlap mod i can get 100 idea,s where i can use it :P
GCVos  [author] 8 Dec, 2015 @ 4:14am 
@ Sepij: Thank you! You can place it a bit closer actually, a gapfiller will be hard because the tracks will be in the way.

Monorail lol we don't have trains/network for it. Maybe better left to CO. :P
Londsw 8 Dec, 2015 @ 1:15am 
Pretty good i like =) any chance to make monorail track =)).. i am just asking haha
Mas71 8 Dec, 2015 @ 12:01am 
Nice idea and as prop choice as well ;)
Thanks GCVos :)
retracte 7 Dec, 2015 @ 9:07pm 
nice vantage,#booklj:tradingcard:
Slachy 7 Dec, 2015 @ 7:42pm 
realy cool asset love it make the city so beatifull , can you maby upload the grass underground as a filler so we can deco some open parts of the ground to this nice grass here some nice screenie,s https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=571290439 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=571291268