Cities: Skylines

Cities: Skylines

Arrow Plaza - Growable 4x4 Lvl3 Office
37 comentarios
treekiller667 15 ENE 2020 a las 6:09 
I like this building a lot. It's different. On a side note I still remember playing the original Sim City and one of my all time favs was SC:2000 until I played SC:4. I'd love to still play it but it won't on my current systems. Anyways, thx for the asset.
Nutronic 17 JUL 2017 a las 12:07 
Looks nice this buddy well done.
HarryB 8 ENE 2016 a las 3:08 
Great to see this SC3K building now in Skylines. One of my all time favorites! Magnificent work.
letter0479 7 DIC 2015 a las 23:11 
감사합니당~
N377 30 NOV 2015 a las 12:43 
I just noticed that this building looks almost exactly like the Rhein-Main-Center?! For reference: https://farm8.staticflickr.com/7156/6714124925_637e0c69d2_b.jpg
kx 13 NOV 2015 a las 11:43 
You make beautiful CS renditions of SC4 and SC3K buildings. I am very excited to see more. Maybe throw in one or two of the nice high wealth SC2000 ones too when you get the chance :]
tony_r_68 (Zed68)  [autor] 11 NOV 2015 a las 18:01 
"Any chance you could take a page from Reaper's playbook"... certainly the last book I'll take a page from XD

Well I might make variation for certain buildings but not just the height, design variations yes. (And I did on my two last ones).
Spec. Tater 6 NOV 2015 a las 2:06 
Nice job - looks great. Any chance you could take a page from Reaper's playbook and make some height variations? I find that's nice for business parks and also to break up the repetition in cities.

I swear to god I HATE poopy Joe. Put him a rocket and launch him into space. Like... into the sun. Creators ought to be able to delete that crap from their pages.
Nico 5 NOV 2015 a las 12:32 
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░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS POOPY JOE
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE WORKSHOP!
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Apostle 5 NOV 2015 a las 10:10 
Nice lighting!
Breeze 3 NOV 2015 a las 16:35 
The building has a quite wonderful light. And the color is random.
HAK3R 3 NOV 2015 a las 10:21 
good job:steamhappy:
175 | Z. Zulnex 3 NOV 2015 a las 9:06 
Very nice. Thank you.
Tronald.Dump 3 NOV 2015 a las 8:16 
Worthly,good job.
Mega Master 2 NOV 2015 a las 13:09 
incrível, muito massa.
Walking Roscoe on YouTube 2 NOV 2015 a las 9:48 
Love this game. I'm new to the game also. Because of subscriptions like these, this game is better than SC
funky.3 2 NOV 2015 a las 9:02 
Aah thank u very much, Im new in the game (noobie):steamhappy:
tony_r_68 (Zed68)  [autor] 2 NOV 2015 a las 8:57 
@funky.3 : just click on the "subscribe" button. Next time you'll launch the game it will be installed.
funky.3 2 NOV 2015 a las 8:53 
Where can i download the building?
tony_r_68 (Zed68)  [autor] 2 NOV 2015 a las 6:55 
@Exiri : Can you pack me an fbx file and your illumination map so I give it a look ?
Stars 2 NOV 2015 a las 6:53 
Might add: windows are always yellow no matter how many nights I let the game run for.

So in essence, any asset becomes a pulsating yellow beacon : /
Stars 2 NOV 2015 a las 6:50 
Interesting thing is, I am aware of how all of this should function... should. Because whenever I try to have more than one type of gradient between 128 and 256 (not 192), my windows will ALL lit up at the same time, or they won't.

For instance: 4 windows, all 4 have a different i_map value. And we have placed 16 blocks of these windows on a wall for ease of reference. What happens: 16 windows will be lit, then dim, 16 other windows will lit, then dim, the 3d set of 16.. and 4th set of windows.

There is no possible way I can get the windows to be lit at different intensities/colours at the same time. So hence my question, how the fruggus did you? : P
tony_r_68 (Zed68)  [autor] 2 NOV 2015 a las 6:12 
@Exiri : There's only one i_map, the game decides randomly to assign one color for the lights of a building, this color goes from a bit blue/greenish to yellow.
If you're curious about how I made the soft shadows inside the windows I made a tutorial here : http://community.simtropolis.com/forums/topic/69212-tutorial-detailed-nightlights/
I re-explain the lightning system briefly in the beginning of it.
Stars 2 NOV 2015 a las 4:45 
So what, there's two i_maps? Not sure my asset creater would accept that...
*one for blue
*one for yellow

Just saying it doesn't add up to have two versions of the same texture map, because my asset creater will go mental if I try to feed it more than one of each : /
OwiHH 2 NOV 2015 a las 3:29 
pretty easy . simply use different grays within the _i texture.

https://forum.paradoxplaza.com/forum/index.php?threads/cities-skylines-after-dark-dev-diary-2-whats-new-with-modding.878916/

" It used to be the illumination map acts as a mask where a value of 0 (black) means no illumination and a value of 255 (white) means full illumination using the diffuse texture information.
We preserved this behaviour but squeezed the color value to range between 0 and 120 instead, where 0 still mean no illumination contribution from the diffuse texture and 120 means full contribution. We hereby freed the range 128 to 255 to allow windows to be lit randomly. A value of 192 means neutral, so if you want a building to be unlit at all times, the illumination map needs to be solid 192. The likelihood of a window to be lit at a given time and its intensity are randomized for values within 128 and 255, the closer the value is to a boundary the more likely it is to be lit and stronger.
Stars 2 NOV 2015 a las 2:40 
One question though, how the actual FRUGGUS did you get the illumination to behave like that? : /
Breeze 1 NOV 2015 a las 21:25 
Can I see the texture of your image? d, n, s, i. I want to make them more Pilotti building. :)

I like your work.
Phaz 1 NOV 2015 a las 3:04 
Thanks!
Katalepsis 1 NOV 2015 a las 1:27 
Amazing work. Your illumination maps are simply the best, no other way to put it.
k_medlock 1 NOV 2015 a las 1:16 
your buildings look really nice! awesome job! :-)
sam 31 OCT 2015 a las 21:32 
Lovely!
MrMaison 31 OCT 2015 a las 21:24 
Another Great building by Zed' Real-Estate and LOD Brokers:) Thumbs Up!
Junna 31 OCT 2015 a las 18:51 
Oh lawd, this is so nostalgic.
BoldlyBuilding 31 OCT 2015 a las 16:51 
I haven't had much time lately to work on my CSL stuff, and obviously it's been ages since I've continued work on SC3K things for CSL, so I'm glad to see you're doing these buildings!
Blackdragonbird 31 OCT 2015 a las 16:38 
Whe need MOAR glass! =D

You can still do a commercial version. Simple make the walls more concrete and keep the original roof. Would be cool. A coffe in the top. =)
Atys 31 OCT 2015 a las 15:57 
Very cool :)
sigge 31 OCT 2015 a las 15:39 
Looks so awesome! :caster_happy: