Cities: Skylines

Cities: Skylines

Network Dump Tools
Leveraging Loading Screen Mod
Hi there,

One thing really doesn't make sense to me about this mod: How can this mod leverage Loading Screen Mod's brilliancy, meaning using a pointer to reference a certain material, mesh, or something in common with another thing?
The workshop lacks bus roads really bad, and I want to create them for myself (because nobody does it).
Because for example, I want to create a 3 lane 1way road with a bus lane on it. However, the bus lane on 1 road is on the inside lane, and on the other road, it's in the middle lane.

How can this mod use the fact, that the 2 roads are the same resources used, just shuffled around a little bit? Because the meshes, materials names are different, hence I don't see how LSM can save RAM with this mod.

I'd love to know this, because I am forced to create roads for myself, and I am super short on RAM (8GB).
Thank you for your answer :)
Last edited by shadowoner00013; 30 May, 2021 @ 12:39am
< >
Showing 1-1 of 1 comments
Cgameworld  [developer] 1 Jun, 2021 @ 1:31pm 
In order to optimize for the loading screen mod, using this mod or not, the roads must share the exact same textures, only the uv map of the meshes can be varied

Using 3D software such as Blender, if you subdivide/knife the roadbed part of the mesh or even strategically move vertices you can make it so each road uses the same texture.
Last edited by Cgameworld; 1 Jun, 2021 @ 1:31pm
< >
Showing 1-1 of 1 comments
Per page: 1530 50