![cities skylines deluxe edition roads cities skylines deluxe edition roads](https://img.hype.games/cdn/90781eed-8091-4f86-a52c-1ea11bb05d7d7133f155-eb95-435d-8710-66925795700ccsde-cover-game.jpg)
I have prepared a 3D model of a single straight 64 * 64 units block of road, which we’re going to import as a segment by creating a new segment and clicking the Model button on the segment’s side panel. I’ve already started by selecting the Six-Lane Road as our template, removing all lanes, segments, and nodes, and placing down our road to marvel at the blue error color. So without further ado, let’s make our own custom road. Detailed instructions on road modding will also be added to the community wiki upon release. The good news is that most of the placeable network objects will be available as templates, so you can always check out how the existing objects are set up. We chose the latter so prepare for a lot more knobs and switches than what you might be used to.
#CITIES SKYLINES DELUXE EDITION ROADS FULL#
Cities Skylines’ network system is one versatile beast allowing for anything from elevated tram lines with hanging wires to castle walls and sunken canals, so when initially designing the editor we had to decide whether to create a simple easy to use tool for slightly modifying existing roads or to expose the system in its full extent. Today we’re going to take a quick look at its features and create our own custom road.įirst a few general words about roads and the editor.
#CITIES SKYLINES DELUXE EDITION ROADS FREE#
Green Cities is going to be released tomorrow, and with it we are also happy to introduce a new completely free Asset Editor tool, the Road Editor. I am posting this dev diary on behalf of as he has cached a cold. Stay tuned for tomorrow’s release, and happy modding! In the end all the elevations and pillars will be saved into one package so there will be no need to subscribe to any external dependencies when looking for new roads. The existing road pillars have been made available as building templates so we could import one with a custom model, save it, and use it in our road’s elevated and bridge variations. More info on modeling and shaders will be added to the community wiki. We’ve added a multitude of different shaders in the editor which will enable you to create anything from shiny tracks to wires that sway on the wind. Next we would also need to configure our other elevations and any properties such as speed limits and prices, but let’s leave that for another time.īeyond what was shown here, any objects like train tracks, tram tracks, quays, canals, monorails etc.
![cities skylines deluxe edition roads cities skylines deluxe edition roads](https://assets.tentonhammer.com/guides/attached_images/000/010/702/large/cities-skyline-hero.jpg)
The inner lanes rarely saw any action unless I created some artificial congestion, but to fix that we’d need to completely rethink our design to be a little less ridiculous. Our quick example is now done and working quite nicely.
![cities skylines deluxe edition roads cities skylines deluxe edition roads](https://images-na.ssl-images-amazon.com/images/I/91fXOABLgNL.jpg)
The props can also be set up with conditions, for instance to use proper turn signs before intersections. Lanes can be set up to allow different vehicle types or pedestrians, and they also contain the road’s propping. You might for example want to use a different segment model when a road segment contains a bus stop, or leave out the overhead bridge wires when a bridge takes a sharp turn. The segments and nodes can also contain additional conditions to control when each model is drawn into the screen. Both are usually modeled as straight road stubs, and if everything is set up right the game will automatically take care of bending and smoothly combining them. Segments are used for the continuous parts of the road, and nodes for intersections, road endings, and transitions from road type to another. The road’s 3D models are divided into segments and nodes. The main panel also contains sub menus for editing the general properties, lanes and models of the selected variation. The variations can be selected from the main panel’s tab strip. Most of the roads in Cities: Skylines consist of five variations: the basic terrain level road, the slightly elevated version, the bridge, the slope leading from terrain to underground, and the underground tunnel. On the right side you can see the main panel, and on its left side two side panels that were opened just to make this all look overly scary and exciting.