Cities: Skylines

Cities: Skylines

124 ratings
FancyTrack B
   
Award
Favorite
Favorited
Unfavorite
Assets: Park
File Size
Posted
2.394 MB
7 Dec, 2015 @ 5:48pm
1 Change Note ( view )

Subscribe to download
FancyTrack B

Description
Decorate your inner city light rail. These are essentially parks with integrated train tracks, intended for roadside or in-avenue tram networks. Works really well alongside BL4CKST4LK3R's awesome Tram Stations, or any other 2 cell wide station.

The model will overlap your tracks and will follow gentle slopes and hills.
They are however not intended for curves or very rough terrain.
If the tracks are showing through, the surface isn't smooth enough.

This asset is filed under Public Transport / Train.

Category: Train
Service: Park
Cost: 1600
Upkeep: 24
Entertainment: 100
Range: 120
Size: 8x2
Cells: 4x2 + 2 Tracks
No power/water/tourism

1024x1024 Diff, Spec & Alpha
~ 500-2000 Tris (Depends on type)
~ 200 Tris LOD

I highly recommend using Sharp Junction Angles or Advanced Road Anarchy for level crossings.
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.