

fbx to use any vertex colors.Įxample showing UV-mapping of different parts of a mesh. obj-files don’t store vertex coloring, so you'll have to export your model as. It’s usually a good idea to split the textures horizontally and add statically mapped UV-islands on their own side. Magenta vertex color (255, 0, 255) can be used to disable stretching the UV-mapping for bits where this is undesirable, for instance in fence posts. Nodes are usually heavily stretched and bent so avoid using diffuse details in those and instead use automatic texturing by road and pavement maps.Īs the mesh is stretched the UV-mappings “scroll” along the V-axis to avoid stretching the texels.

Alpha is used for grassy areas when using the Basic shader, and transparency on other shaders. 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.

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. White areas in pavement and road maps are used to automatically generate texturing that is uniform from road type to another. On your node model, make sure there is only 1 edge on each side of the centerline between the sidewalks (pavement) at the end of the node or it will not snap into place properly (this is especially important with the transition between yours and other roads - having too many edges on the side of the road connected to other roads can cause holes in the terrain - using an edited mesh and Transition/Junction node flags can help fix this issue). If your road has pavement make it 0.3 units high to match built-in roads and set the pavement’s level to 0 in y-axis so that the road is slightly sunken. Make sure that the mesh is aligned parallel to z-axis length-wise and to center the mesh to scene origin.
Cities skylines road mods free#
It’s important to have the model sliced in grid-like layout and in the middle parallel to its length to have free vertices the game can move around. 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. Roads are usually modeled as straight 64 units long and 16-32 units wide road stubs. Lane props also contain additional properties for a prop and conditions on when the prop is used.Įxample screenshot of the slope mesh for Two-Lane Road Lanes don’t necessarily need to allow anything to use them, and can be set up as plain containers for propping or middle platform etc. Lanes contain information about lane’s position, accepted vehicle types, properties such as speed limits, and propping. Segment and node models don’t necessarily have to be just roads, and can be anything that you want to scale and bend along with the road. Tunnel elevation usually doesn’t require any additional modeling. Both segment and node models are simply straight road stubs, and the game takes care of bending and matching them. 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. 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. You can choose the elevation you want to edit from road editor main panel’s tabs.ģD models used by these elevations are divided into segments and nodes. Every elevation is edited independently and can contain multiple different models used in different situations. 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. All nets will be referred to as roads here. Editable properties are explained here, and you can always refer to how things are set up in the templates. Since almost all properties of game’s net-objects can be edited, the number of variables can seem confusing, some of them only make sense in certain situations, and all configurations aren’t guaranteed to work. The road modding tool can be used to customize many of the game’s “net”-objects, including roads, train/tram/monorail tracks, canals, quays etc. 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.

This page is currently work in progress and might be missing some information. The road editor is a tool in Asset Editor used to modify and create roads.
