Cities: Skylines

Cities: Skylines

Dynamic Message Signs [PACK]
110 Comments
LtPoN4ik 25 Oct, 2024 @ 10:45am 
how to write in Russian?
LemonsterOG 26 Jan, 2021 @ 8:56am 
@ThatEvan -- Perfect! Thanks so much for the quick reply.
ThatEvan  [author] 26 Jan, 2021 @ 8:39am 
LemonsterOG the new set of signs come with both animated and non-animated (static) versions. The new signs are named differently than these so that they do not conflict with each other. You can feel free to unsubscribe from this version if you would like.
LemonsterOG 26 Jan, 2021 @ 8:15am 
@ThatEvan -- I need some clarification. If I subscribe to the animated versions, do I still need this pack?...or are the items in this pack also included in the animated versions? I'm asking because I'm subscribed to everything at the moment and it appears in the Find It 2 window there are duplicate assets. Thanks so much for the clarification and these great assets.
ThatEvan  [author] 22 Jan, 2021 @ 1:00pm 
The Doot Slayer 6 Dec, 2020 @ 4:26am 
Thankyou :)
ThatEvan  [author] 5 Dec, 2020 @ 5:17pm 
@The Doot Slayer it's deoxyribonucleic's sign gantry prop
The Doot Slayer 5 Dec, 2020 @ 4:05pm 
Amazing asset! :) Small question, which gantry network are you using in the first three images? They look different to your truss gantry network
LemonsterOG 4 Dec, 2020 @ 9:36am 
@ThatEven -- No, thank you...for all your contributions to making Cities Skylines more enjoyable.
ThatEvan  [author] 4 Dec, 2020 @ 9:13am 
@LemonsterOG Description has been updated. I'll work on updating the rest in the coming days. Thanks!
LemonsterOG 4 Dec, 2020 @ 8:02am 
@ThatEvan -- I revisited your workshop collection because I'm finally starting to use PO, despite being subscribed to it for AGES.

As I was just re-reading this description, I saw:

in-game name: Dynamic Message Signs
(short for Dynamic Message Sign)

I actually laughed out loud. Like, for real, LOL. That was great. It's always nice to have a chuckle.
LemonsterOG 4 Dec, 2020 @ 7:43am 
@ThatEvan -- No problem. I noticed it on a few others too, but didn't think it was necessary to post it on each one. (I hate when people do that.) Thanks. :2015candycane:
ThatEvan  [author] 4 Dec, 2020 @ 7:37am 
@LemonsterOG Thanks for pointing that out, I'll fix the description soon!
LemonsterOG 4 Dec, 2020 @ 7:31am 
Just an FYI -- There's an issue in your description.

With the Sunset Harbor update in April 2020, the original Find It mod was broken and removed from the workshop. Find It 2 was created as its replacement.

If you're still active, it would be appreciated if you would update the description to reflect this.

Thanks so much,
~LemonsterOG :lemonade:
mjm92150 28 Jun, 2020 @ 5:47am 
@AABattery : You need the "Prodecural Objects" mod. After you can change and add text as you want.
AABattery 22 Jun, 2020 @ 6:52pm 
How do I get text to work on the sign @ThatEvan?
jsm2090 27 May, 2020 @ 5:56pm 
these are just awesome, and add another element of realism to high capacity roads. Thank you!
1234locoman 25 Oct, 2019 @ 5:26pm 
Any update on the Highway Network mod?
TurtleShroom 22 Oct, 2019 @ 4:18pm 
How do you make these signs read something else?
Parszywy Lisi Bobek 6 Sep, 2019 @ 4:58pm 
Evan, where to get that cool digital font for PO???
sgall23241 17 Jun, 2019 @ 2:16pm 
Fantastic!! Thank you!!
ThatEvan  [author] 14 May, 2019 @ 4:05pm 
@garfield007 no problem
garfield007 14 May, 2019 @ 1:46pm 
@ThatEvan it worked, text has to be moved really really down . Thanks :)
garfield007 14 May, 2019 @ 6:26am 
@ThatEvan thanks , u mean to move it below "DynamicMessage..." print which shows in the PO text window? Ok I will try that
ThatEvan  [author] 14 May, 2019 @ 6:13am 
@Blessins you must use the mod "Prop Snapping"
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=787611845
ThatEvan  [author] 14 May, 2019 @ 6:09am 
@garfield007 you must use the scroll bars along the sides of the texture window to expose the portion of the texture at the bottom which displays the screen.
garfield007 14 May, 2019 @ 5:16am 
hi those looks really great but when i try to add my txt it appears on the frame part not in the inner part and can not be moved there :(
Blessins 12 May, 2019 @ 4:38am 
how do you move the signs up and down? Move it won't let me do it with PgUp & PgDown
iGGY 27 Apr, 2019 @ 2:48pm 
also how do you get the text centered
iGGY 26 Apr, 2019 @ 6:40pm 
what are the concrete tile things in the 1st screenshot
rhysmorribobs 24 Apr, 2019 @ 1:34pm 
Can anyone tell me how to make the signs look backlit, like how some of the generic arrows and crosses are in the pack? My text doesn't show at night and positioning lights above the signs is a pain /(
tomaso_facchetti 1 Mar, 2019 @ 2:15pm 
In the text field (of "Procedural Objects" mod) you have to scroll down into the black area. move your text there to see the text on the Dynamic Message Sign board.
Fake 30 Nov, 2018 @ 5:13am 
I cant add text
how do you do it?
im in the text customization screen
filled everything and nothing comes up -_-
Yoshe 14 Oct, 2018 @ 7:47am 
@ThatEvan Thanks!
Yoshe 14 Oct, 2018 @ 7:28am 
Just wondering what font was used in the first few screenshots? Thanks!
Distanced 21 Aug, 2018 @ 5:29pm 
IS the font included for use with PO?
ThatEvan  [author] 28 Jul, 2018 @ 3:39pm 
@KAASKOP1997 Procedural Objects mod
KAASKOP1997 28 Jul, 2018 @ 3:27pm 
How can you add text on the sighs?
Londsw 27 Jul, 2018 @ 1:55pm 
reall nice =)
leftbehind 26 Jul, 2018 @ 7:06pm 
Hi - I've been reading up on how fonts work in Unity, and it seems they can cause severe performance issues if not handled carefully (depends on how they are processed of course).

Anyway, it would be highly advantageous if the dynamic message sign could have a sort of "grill" mesh in front of the main mesh. If there was some way to tell Procedural Objects to render the text between the grill mesh and the main mesh, any existing font could be used - the grill would be like black grid lines appearing in front of the text resulting in a sort of pixellated effect.

That would massively reduce the amount of dynamic texture creation depending on how PO handles fonts. I have no idea how PO works, so maybe it's not an issue, but might be worth discussing with PO devs.
leftbehind 25 Jul, 2018 @ 12:17pm 
If you're doing highway assets, please test them with left-hand traffic game mode - sometimes the signs and gantries don't swap lanes properly.
ThatEvan  [author] 24 Jul, 2018 @ 8:59pm 
@bdprindle work in progress highway networks
bdprindle 22 Jul, 2018 @ 4:15pm 
whats props did you use for under the road in the first pic.
ThatEvan  [author] 18 Jul, 2018 @ 8:58am 
@aubergine18 I will release a few font packs after I finish a few projects
leftbehind 18 Jul, 2018 @ 8:47am 
Is there a way to get the same square matrix font used on the original signs?
leftbehind 18 Jul, 2018 @ 7:15am 
Awesome! Complete with the dot matrix font? Can't wait to test this in my city!!
ThatEvan  [author] 17 Jul, 2018 @ 8:03pm 
@everyone The workshop item has been updated to include blank signs for use with Procedural Objects
Amayasnep 4 Jul, 2018 @ 3:04am 
@aybergine I was just about to bring that up. It should be 11pm to 5am.

Also, @ThatEvan, whevever using US customary units in your sign, a metric version would be much appreciated. For example: "Minuites to: 171 16km 10" (the actual conversion) or "Minuites to: 171 10km 10" (just changing mi to km visually). Whatever works for you.
leftbehind 3 Jul, 2018 @ 7:48pm 
Could the signs be made a little more generic (ie. not specific to US road numbering)?

For example, the accident ahead sign could just say "Accident Ahead Diverseion Next Exit" so as not to be road specific?