The mod reads FBXOBJ models and XML files containing parameters for the road to make CRP assets in the road editor.The compiled file needs to be placed in C:UsersUSERNAMEAppDataLocalColossal OrderCitiesSkylinesAddonsModsRoadImporter.The post-build script in the Visual Studio project file does this automaticaly, if the DLL file is compiled from source.
Cities Skylines Optimization Mod Mod Reads FBXOBJFilenames in the folders should start with the name of the road to identify which road a file belongs to. The names of the meshes and their textures are also defined in sections in the the XML file. For the specific use of CSUR, all road assets share the same set of textures, so the mod only imports a single copy of textures for efficiency. Most data about the template will be cleared, but the level of the road and DLC requirements are preserved. The UI will be manipulated by the mod so you can just leave the game running on its own and do anything else on your PC. Then you can exit the Asset Editor, and road assets are generated. On our hardware platform used for building CSUR roads (AMD R7 3700X, 64 GB DDR4-3600, NVIDIA RTX 2080S, 1 TB PCIE Gen4 SSD), creation of each road asset roughly took 10 seconds, while the actual amount of time taken will depend on the complexity of road asset and your hardware configurations. Cities Skylines Optimization Mod .Exe Will IncreaseThis implies that in a exceedingly large job, the memory used by Cities.exe will increase to 10 or 20 GB, eventually leading to the game crashing. ![]() When a model is being imported, the game will compress any reasonably-sized texture and texture compression adds 32 threads to the total thread count in Cities.exe. The Asset Editor uses about 150-170 threads when it is initially loaded, and the game will crash when the number of threads exceeds 1024. This implies that the number of unique textures involved in a road import job should be always smaller than 25. It is defined using the optLevel variable in Environment.cs. This leads to a significant waste of disk space for many roads sharing the same textures. ![]() This requires rebuilding LODs after loading the game and applying the textures. Rebuilding LODs for assets sharing the exact same texture may lead to problems. The file needs to be unzipped at the C:UsersUSERNAMEAppDataLocalColossal OrderCitiesSkylines folder. The model elements and textures for these assets are licenced under the CC-BY-NC-ND-4.0 license (the strictest Creative Common license). Do not share or publish the files contained in the sample file anywhere without consent from the CSUR Team.
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