* - These folders are never automatically cleaned up, that means the more snapshots a user take, the more images and subfolders there will be. It is convenient when working for a long time with multiple maps to preserve older snapshots to be reused. The folder can be deleted manually with no side effects for the game if needs arise.
Cities: Skylines uses an in-house Colossal Raw Asset Package (.crp) file format to store various data. Those packages are containers and can encapsulate any data type, so a .crp file can be a save, a map, a color correction or an asset. The game will output packages in their respective designated place so it is safe to assume a Savegame produced by the game will always be written to the Saves folder. For assets importing, standard image formats such as png, jpg, bmp, tga, dds, raw, r8, r16, and tiff are supported, but depending on the tool you are using those with, only a subset may be available. Please refer to the tool documentation for more details. For geometry/models/meshes, the FBX file format is the only one officially supported.
Any chance you guys can hop on a plane over to Finland to get some pointers on how to implement a video editor? Its a little disappointing that a city building video game has a video creator that appears to have all the missing features that a software, who's one of three major features is to produce videos, doesn't have.
So I've noticed that, when saving a linked model in Enscape, it saves it as whatever version of SketchUp you are currently working in. This has begun to cause problems with teams across multiple versions of SketchUp. Is there any reason why we don't have the option to down-save to a lower version when exporting the Enscape Linked Models? this would be a huge help.
We got it solved, and my Wednesday presentation is saved! Helen on the support team gave me a great trick to help force-download the library (somehow the assets and materials library didn't get fully downloaded). So we re-downloaded "the assets by deleting the folder %temp%\Enscape\Assets and restarting Enscape? You can also find the folder via this path: C:\Users\%username%\AppData\Local\Temp\Enscape\Assets\"
Big thanks to the support team for coming through on this one!
We got it solved, and my Wednesday presentation is saved! Helen on the support team gave me a great trick to help force-download the library (somehow the assets and materials library didn't get fully downloaded). So we re-downloaded "the assets by deleting the folder %temp%\Enscape\Assets and restarting Enscape? You can also find the folder via this path: C:\Users\%username%\AppData\Local\Temp\Enscape\Assets\"
Big thanks to the support team for coming through on this one!
Has anyone run into the following behavior? Materials and Enscape assets are missing, or just completely gone from the rendered scene. This is also not scene agnostic, I have this occurring in all scenes, and is limited to Enscape assets, and any linked files render correctly. Ive checked and tested this behavior in Sketchup 2019 and 2020, and have tested with Enscape 3.4, and Preview 3.5-6 and 11, and the results vary, but are similar in nature - missing assets. Is there a way to re-link your assets or force-reload assets from the Enscapes library? Im at a total loss here and need to get illustrations out by the end of the week.
Everything was fine last week, and this week all of my assets are missing/or broken! What is going on?!
All of my custom assets are fine, but anything that's Enscape related is totally gone.
Tested on the latest Stable build and latest preview in SketchUp 2019 and 2020 on Windows 10.
jiminy-billy-bob Could this be why I have a weird texture bug with transmuted objects used with Enscape? I regularly pull in Transmuted objects and when editing them in Enscape it changes the texture sizing in SketchUp. So if I have a 10"x10" texture in SketchUp, then edit that texture in any way in the Enscape texture editor, the SketchUp texture changes to 3'ish, and I have to go back and assign a new texture size in SketchUp. I'm not sure if it's related, but thought it sounded familiar.
Does anyone else have an issue where whenever an upgrade happens a lot of the custom-linked models disappear? Im running into an issue where after upgrading a scene, and then subsequently downgrading because of bugs, have a bunch of my linked assets just not load.
so, I installed BadPenaut's roads, including Narrow Roads Pack and Suburban Streets. When I open the game and access the Content Manager, I don't see the assets I installed. I tried putting the .crp files, moving them to Mods and back but it's not working. What am I doing wrong?
Bad Peanut's roads are assets and should be in the "Assets" folder if installed locally, for whatever reason. "New Roads for NEXT2" is a mod and has to be activated in the "Mods" tab. I didn't check whether the latter also writes files into the "Assets" folder.
i put his roads on the roads, and the New Roads mod is activated. but it seems the assets don't appear on the Content Manager. and for the New Roads, when I open a save file and open the roads, I don't see the "new" roads.
Not sure what "I put his roads on the roads" is supposed to mean. Bad Peanut's roads don't need mods. You just need at least the Mass Transit patch version of the game. Perhaps, you should try to try and fix these issues separately, one at a time.
Velrox how come you are installing them manually? You're likely better off just keeping them where they're placed when subscribing to them on Steam. That way you don't end up putting them in the wrong folder (and don't have to deal with the confusion of where road assets should go).
I'd say that Avanya wanted to hint at that you don't have to put anything anywhere if you have a legal copy of the game, as that one doesn't run without Steam. You just click a button. From the limited info you gave, I'd guess the version of your base game is the issue.
@velrox If you don't have the game installed through Steam, then you have an illegal copy and won't get any help here. By the game and subscribe to things through Steam and you won't have these problems at all.
This game costs between $6 and $7 during relatively frequent sales. That shouldn't be an insurmountable sum, especially if you have a computer that can run it and an internet plan that allows downloading whole games and lots of mods. And that's all you need for the stuff you ask about.
But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.
By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.
I love games that are moddable. I don't usually mod games until after I've experienced the vanilla version of the game the way the devs intended. If I do use or create a mod, it's usually to balance the game a certain way, or to improve on or add features to enhance my enjoyability of the game.
I used to wonder why many game developers didn't make their games moddable, or made very limited parts of the game moddable. Why wouldn't they make customization available to their customers? Wouldn't it help with their sales (if they didn't consider themselves competing with mods)? How hard could it be to make a game more moddable?
Turns out, I was very naive. It's hard and very time consuming. I apologize to all the devs I've silently complained about. It's not impossible of course, but it requires developing your entire game around the concept. I've probably spent more time trying to make my game moddable than developing the gameplay. It literally would be SO MUCH EASIER to not make a moddable game, especially in the Unity engine which is designed to make heavy use of the inspector. But in designing around the idea of mods, I've learned quite a lot about development and the Unity engine.
There are many companies who've created moddable games successfully with Unity, like Kerbal Space Program and Cities: Skylines. From what I understand, they created proprietary tools or scripts for mod creation. As a lone budding indie developer, I currently don't have the expertise and technical know-how to create extensive modding tools.
What follows is my current understanding of making a moddable Unity game, and the solutions I'm sticking with after much trial and error. This is a general overview, and won't go much into code examples, as there are many tutorials on the internet for that. I'll first start with a few frameworks for Unity that could help with the whole modding process. Then I'll describe the individual areas that need to be made moddable: data, models, textures, animations, audio, scripting, etc. I am NOT affiliated with any site or asset I link to below.
c01484d022