[9HS] cities skylines roads mod

( Updated : October 23, 2021 )

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cities skylines network extensions 2 mod
cities skylines network extensions 2 mod Zoning Adjuster 1.3 Road Editor
Cities: Skylines> Workshop > Arch Angel's Workshop Zoning upgrade tool: Click on a road or drag over multiple already built roads to toggle their zoning. Left-click a road segment with this tool to add new zoning to that segment to offset the zoning start along a road by 4m; hold down the modifier key. So I've tried a few mods in the workshop to toggle zoning on roads - I want no success with the zoning modifier tool from Network Extensions 2 (which. Left-click a road segment with this tool to add new zoning to that the zoning start along a road by 4m; hold down the modifier key. I never noticed the 'Road Zoning Modifier Tool' before. I'm looking for it on the interface and can't find anything relating to it. The road editor is a tool in Asset Editor used to modify and create roads. This page is currently work in progress and might be missing some information. It's also caused by the mod called New Roads For Network Extensions 2. Turn off the Zone Modifier Tool in its options to fix this. Even the game has been released recently, many different Cities Skylines lanes Highway [G/E/B/T]-Road Zoning Modifier Tool-Road Color Changer Mod.

Please help with verifying or updating older sections of this article. At least some were last verified for version 1. The road editor is a tool in Asset Editor used to modify and create roads. This page is currently work in progress and might be missing some information. Please append it with any information, tips, or solutions to common problems you think might be relevant, and clarify any bits as you see fit. Editable properties are explained here, and you can always refer to how things are set up in the templates. All nets will be referred to as roads here. Roads usually consist of 5 elevations. Basic refers to the ground level elevation, Elevated is the elevated version used when having a few steps of elevation, Bridge refers to higher elevations, Slope is the part leading from ground level to Tunnel, and Tunnel is the underground version of the road. Every elevation is edited independently and can contain multiple different models used in different situations. Segments are used normally on continuous roads, and nodes are used in intersections, on transitions between different road types, and twisted into the endings of roads. Segments and nodes also contain conditions on when to use which, and multiple models can be used on the same time such as a base segment for a tram, the tram tracks, and electric wires going over the tram track. Both segment and node models are simply straight road stubs, and the game takes care of bending and matching them. Lane props also contain additional properties for a prop and conditions on when the prop is used. Roads are usually modeled as straight 64 units long and units wide road stubs. Any width and length can be used and set up in Half-Width and Segment Length fields in Properties menu, although widths lesser than 8 are known to cause issues. Make sure that the mesh is aligned parallel to z-axis length-wise and to center the mesh to scene origin. If your road has pavement make it 0. White areas in pavement and road maps are used to automatically generate texturing that is uniform from road type to another. Diffuse usually only contains some road markings and details, and can be blended into the road and pavement textures by adding some gray to corresponding areas in these mappings. On elevated versions, the diffuse is also used for areas such as the bottom of the bridge, and on slope the texturing for the tunnel opening. Alpha is used for grassy areas when using the Basic shader, and transparency on other shaders. Nodes are usually heavily stretched and bent so avoid using diffuse details in those and instead use automatic texturing by road and pavement maps. Magenta vertex color , 0, can be used to disable stretching the UV-mapping for bits where this is undesirable, for instance in fence posts. Note that. There are four different shaders to choose from. Shadows are also optimized for ground level. Rail and Bridge shaders work quite similarly to each other, but can differ a bit on their look. Rail always produces gravel and Bridge produces pavement on pavement-mapped areas. The amount of sway can be set per vertex on the blue channel of the vertex color 0 for no sway, for full , and the phase of the sway can be controlled with the red channel. Forum list Trending Latest New posts. Paradox Wikis. Cities: Skylines Wiki. Active Wikis. From Cities: Skylines Wiki. Categories : Potentially outdated 1. Navigation menu Namespaces Page Discussion. Views Read Edit Edit source View history. Social Media.