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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2932982531
It can be used with an underground station mod. It doesn't seem to let the tracks go under the bldg in the axial orientation tho, only transverse. (I tried and got some really weird effects lol.)
If it had an asset version we could place it over any underground station layout we wanted.
It's still not the OP's requested GCT, but experimenting might still make something interesting.
Might be a way to edit the mod locally and turn the building piece into a placeable Asset. Then it would be useful for GCT. The rest of the mod is pretty useless for this purpose. If I can figure it out and you're willing to edit some files, I'll reply here with exact instructions so you can do this too because I can't re-upload it to steam for copyright reasons.
I just noticed their Penn Station mod actually has the underground station, it's not just a building module like the Union Station mod. So maybe they are working on GCT already...
I know they aren't working on GCT as they are a contributing member of the Discord and would have put it in their mod schedule. They don't normally return to finished products so waiting isn't an option either. We will have to do it ourselves if we really want it.
Posting a step by step guide on how to make an asset with the mod keeps their copyright in check by not uploading anything new to Steam and you might walk away with some new knowledge on modding in general afterwards. Win-win for the creators and everyone in this thread.
GCT isn't something I'm really interested in personally, was just passing along that suggestion to OP that I saw it mentioned somewhere to use Union as an imposter.
Personally I find GCT a bit boring because it's completely walled in by hi-rises and all the magic stuff is buried underground. It's just begging to be nothing more than a ploppable landmark asset instead of an actual station mod.
Someone on disco showed the 30th something station in Philly(?), now *that* looked interesting! At least can see it and the tracks. Seems a more interesting modelling project.
Anyhow I think best way for someone to learn how to do add-on script mod is to look at the existing script mods that already add asset versions of buildings/vehicles (there's a lottttt of them in the Workshop). That's where I'd start if I got into this. The wiki also has info for creating asset mods, just need to point it at the model files etc from the dependency mod. I think it's a good starter project because no actual modelling required, just learning the scripting (which is still a lot tho).