Cities: Skylines

Cities: Skylines

[RICO] Ivory_on_Adelaide_V10
23 Komentar
PhazezGova 16 Nov 2022 @ 5:19am 
Reaper  [pembuat] 25 Nov 2020 @ 12:24pm 
Good to know. :) I will try it in free time :) Thanks
Cylun 25 Nov 2020 @ 12:16pm 
I'm not using the asset editor at all. The Resource Replacer mod allows me to override referenced textures during loading time. I know how annoying it is to use the asset editor and reimport stuff. This isn't necessary here. I only have to verify that the texture orientation is correct because they have to be inverted for some reason. This can be done by loading a save game a single time and checking the LOD textures by toggling the LOD mode. Everything else can be done outside the game. I use a CRP extraction script in python, rescale and reformat the dds, and rename them with the workshop ID. That's it.
Reaper  [pembuat] 25 Nov 2020 @ 12:00pm 
the worst thing is that when you create an object, it cannot be edited in the sense of replacing the textures in it, it is the worst because if it was possible, I would have changed it a long time ago
Reaper  [pembuat] 25 Nov 2020 @ 11:59am 
It all looks nice, but how do you change the lod texture without recreating the entire asset or can you replace the textrue in an existing building?
Cylun 24 Nov 2020 @ 1:44pm 
I've tested the 1024->512 rescale with the old non-RICO Kilbourn Tower.
The last 5 screenshots show the result.
https://gtm.steamproxy.vip/id/cylun/screenshots/
Cylun 24 Nov 2020 @ 12:46pm 
Here is one LOD-downscaled Ivory building before and after the the LOD limit:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2297427113
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2297427371

This is only with the vanilla LOD limit though. With the default LOD toggler LOD limit, which is just a little bit more, you won't notice any difference. If it looks this well with 512->256, I doubt there will be any issue with the 1024->512s. I will test it and show you the screenshots.
Cylun 24 Nov 2020 @ 12:46pm 
So I would focus on your 1024 buildings with your permission. I wouldn't change anything content-wise. It's only a downscale of the LOD texture, no mesh changes or anything else. If artifacts were visible, I would skip them for now. Theoretically, it could be done during runtime but I would prefer sophisticated resizing algorithms. Baking might deliver even better results, especially at the corners, but the LOD meshes seem to be simple enough that it won't make any significant difference but with much less work required.
Cylun 24 Nov 2020 @ 12:45pm 
@Reaper I'm currently looking into a method to replace LOD textures via the Resource Replacer mod of boformer. In preliminary tests, it seems to work fine. My idea would be to rescale your 1024x1024 buildings' LOD textures to 512x512 and eventually publish it as LOD package that fixes various overscaled LODs. The mod would determine which assets are enabled and only replace those. I've tested it with two Ivory buildings, and downscaled them from 512 to 256. The difference is barely noticeable as long as no other 1024 LODs are enabled. Since 8k seems to be a thing, though, 512 textures might be fine if not too many are used.
Reaper  [pembuat] 24 Nov 2020 @ 11:40am 
It is possible that the old models had 1024 textures, the new highest ones had 512, due to the fact that there is no chance for me to rework it into smaller textures in old models, I only have such a solution to not subscribe to them
Cylun 24 Nov 2020 @ 10:48am 
I might have to correct myself after checking the atlas myself. It seems that the upper limit isn't 4k anymore but 8k is. This is what ModTools show me at least. That means 512 textures are less of a problem. But I have to verify it with thale first.
Regardless, 1024x1024 LODs definitely lead to shrinking. Check this screenshot: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2297326787
All the textures at the bottom and left are your 1024 LOD textures after shrinking. They are rescaled to 512x512. The Ivory textures are rescaled to 256x256 only if 1024x1024 textures are present.
Reaper  [pembuat] 20 Nov 2020 @ 5:16am 
Thanks :) I will think about it in the future :) Best regards and have a nice day :)
Cylun 20 Nov 2020 @ 1:36am 
@Reaper I'm only trying to help. This isn't about spead. It's about your buildings making other buildings appear blurry in the background. Your buildings won't get 512x512 in the atlas anyway. All your buildings together take more than the available 4096x4096. So the game will always rescale them to 256x256, unless someone only enabled a few selected. What you can see in the screenshots is 256x256. If you use 256x256 for a single building while having the other 512x512 and 1024x1024 ones enabled, the 256x256 will get shrinked to 128x128. Wise usage of the limited atlas space is a responsibility for the whole community unless C:SL receives an overhaul that increases the atlas count dynamically. Please consider it in the future, that's all I'm asking. Your main meshes and textures are among the most impressing highrise buildings in the workshop imho, regardless of LOD.
Reaper  [pembuat] 19 Nov 2020 @ 1:50pm 
If you focus on the speed of the game, avoid my models, but when it comes to appearance, use them as much as possible :)
Reaper  [pembuat] 19 Nov 2020 @ 1:49pm 
In theory it might work like that, but I saw the difference between 256 and 512 in my game and that's what I focus on, because most of the time I only use my models and unfortunately I won't do many versions for everyone, because my time costs and I can't do it for everyone . Cheers
Cylun 19 Nov 2020 @ 1:24pm 
@Reaper I was referring to the LOD textures, not to main textures.
"Of course there are some limitations:
Sharing does not work for LOD textures. Reloading the texture from disk is not necessary but an in-memory duplicate is created. Curiously, perhaps, sharing DOES work for LOD materials. This is explained below."
So even with "material sharing", you have a limited atlas. Some of your buildings use 1024x1024 LOD textures. Ivory uses 512x512 LOD textures. Correct me if I'm wrong. It's just what my asset report returned. I haven't extracted your building models and checked them.
Reaper  [pembuat] 19 Nov 2020 @ 11:33am 
"Identical resource data is required. File names do not matter but file contents must be exactly the same. For materials, in particular, this means that the contained textures must be the same and also other material properties (for example colors) must be exactly the same."
For main building I used 1024x1024, for lod I used 512x512 or 256x256. When I do three versions of a building, all three have the same textures. I've been doing this for over a year :)
Cylun 19 Nov 2020 @ 7:34am 
I recommend this article from thale5, the author of the Loading Screen Mod. He explains it well why there is no benefit in using larger LODs. He also explains how to reuse textures as materials to save LOD space because his mod can only identify reused main textures but not reusedLOD textures. https://gtm.steamproxy.vip/workshop/filedetails/discussion/667342976/1636416951459546732/

If the LOD looks ugly, maybe try different baking algorithms or parameters. Maybe sacrifice some corners in the LOD meshes. This can be a tedious process but it's worth it. Since your buildings are very detailed and large, some degree of a higher resolution is justified. 256² should be fine for the most meshes actually. If someone still needs more details then, they can use a mod that increases the LOD distance. The vanilla LOD distance is a bit outdated for the year 2020.
Cylun 19 Nov 2020 @ 7:34am 
@Reaper Thanks for replying. I had a look at your screenshots. From the looks of it, I assume you are testing this while having other workshop content enabled, including your own? You have to test it without any other modding content. Otherwise, your new asset needs a high resolution only because your other assets also used a high resolution. Certainly, if you have all of your assets enabled, none of them will actually get 512² in the atlas. This works for one asset but not for multiple ones because the atlas has only a total of 4096² and this needs to be shared with all other buildings. I assume it will be shrinked down to 128² ultimately but the other content is sacrificed for it. They will be pixelated to 64² or less if they don't use larger LODs as well. The overblurriness of a vanilla building (or from another modder) is quite clear in the third screenshot of Ivory V7 (the orange building in the back).
Reaper  [pembuat] 18 Nov 2020 @ 11:50pm 
Cylun: You have to understand that for larger buildings, the 512 texture is ideal as a smaller texture will only make the object look very ugly from a distance, and I always focus on quality in my city
Cylun 18 Nov 2020 @ 1:56am 
All these buildings are astonishing. However, they all use oversized LOD textures. This will ruin the atlas quickly since LOD textures can not be reused. So every building level adds another 512x512 or 1024x1024.
HaydenDaBoi 8 Sep 2020 @ 8:01pm 
THIS IS AWESOME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Vinolik 1 Sep 2020 @ 2:25pm 
Tris?