Cities: Skylines

Cities: Skylines

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Euro low stone bridge 01 (PROCEDURAL)
   
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2.494 MB
2 Sep, 2017 @ 5:05pm
22 Jan, 2018 @ 2:56pm
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Euro low stone bridge 01 (PROCEDURAL)

In 1 collection by pauljchris
Procedural bridges collection
6 items
Description
Euro low stone bridge 01 by pauljchris

Now finally updated to work with the latest version of the Procedural assets mod.

Low stone bridge of a style commonly found in European cites. As a procedural object you can change its width and scale or both while in the game to take any type of road from a humble pedestrian walkway right up to a multi track high way bridge with railroad or any combination you can think of ! Originally built for Cities XL by Monty http://xlnation.city/resources/montys-bridge-pack-xl-and-xxl.176/. Converted for use in Cities: Skylines by myself with permisson of the original author.

IMPORTANT You must subscribe to the Procedural objects mod before downloading this asset or the bridge will not be accessible within your game. Before using the Procedural assets mod it is highly recommended to watch a short video by the author of the mod in order to familiarize yourself with the controls for manipulating procedural objects when in the game. http://steamproxy.com/sharedfiles/filedetails/?id=1094334744

Once you have subscribed to the procedural objects mod and this asset then search for the model in the props menu using Find it. Once located , click on it to select the object so that it becomes attached to your cursor tip but do not click again to place it in the game world just yet. Instead hot SHIFT + P to turn it into a procedural object , it will temporarily dissapear, then click again in the game world to place it.

If you like procedural bridges then get the other 5 in the series from the collection link http://steamproxy.com/sharedfiles/filedetails/?id=1135125274

Model specs

Main bridge model 4736 tris 1024 x 1024 maps d,n

NB There are NO LODS with procedural objects. Instead performance is controlled by a render distance slider which is set for each object when first placed in the game world. This controls the distance when the object disappears and is no longer drawn by the engine. For very large objects such as this bridge , this number needs to be set to at least 5000.

Although not essential to load the model into the game, a number of mods are required in order to be able to place road pieces on top of the bridge without their associated bridge furniture which would obviously clash with the model and look terrible. NO pillars mod, Fine Road Anarchy, Move It, and Fine Road Tool are all recommended to be used in combination to achieve this.

Placement tips and instructions

1/ The default width for each piece is 120M. One will cover a small river but 2 pieces or more are required to cover a large capital city sized river. Click in the game world at the approximate location for your bridge to place the first piece. Scale and rotate it to taste and check your scale by placing a sample section of your desired road or roads across it. This can be any type of roads or combination of roads in the game that have elevated models ( which is most of them). Try to get the your chosen road piece to align with the centre axis of the bridge. it does not matter whether your chosen road is too narrow or too wide at this stage, just that it is aligned centrally.

2/ Adjust the width of the bridge to match your chosen placed roads by selecting the control points one at a time using the Procedural objects mod in Position mode. Adjust both sides of the bridge in turn to match the width of your chosen road. Dont forget to set the draw distance correctly before copying the model. The recommended setting for a large object such as this is at least 5000 to avoid it dissapearing when you zoom out from the bridge.

3/ When you are happy with your width, delete your placeholder roads and then copy and paste using CTRL-C and CTRL-V to place as many pieces as you require for your desired length of bridge. Manouvre each piece into position with the mod controls to line up exactly with your starting piece. This can be a bit fiddly, patience is recommended but the result wil be worth it.

4/ Complete the bridge by drawing a road or rail section across it using the Fine Road Tool Mod in conjunction with the No pillars mod and any Road Anarchy mod in order that no bridge furniture from the vanilla game bridges is drawn. Fine tune the placement of the road to precisely match the bridge model by using Move it on the individual nodes of the road.


If you have read this far then good luck making your own bridge with this asset.
37 Comments
AmiPolizeiFunk 23 Jan, 2018 @ 7:19am 
#worththewait
rkuesters 23 Jan, 2018 @ 6:04am 
Yey! Nice! Thanks, Paul! :-)
pauljchris  [author] 23 Jan, 2018 @ 12:56am 
Now added single sp[an variant as requested http://steamproxy.com/sharedfiles/filedetails/?id=1278809430
AmiPolizeiFunk 22 Jan, 2018 @ 5:20pm 
I'm happy with this: https://twitter.com/AmiPolizeiFunk/status/955610924370538496 I would love it if you would make single arch segments that I could use to fill in the edges. :medkit:
pauljchris  [author] 22 Jan, 2018 @ 4:51pm 
Why do you need more than 3? I cant remember how many i gave it last time, should be ok to get it to any size using global scale , then control the width of the bridge using either one of the side vertices.
AmiPolizeiFunk 22 Jan, 2018 @ 4:47pm 
welp it's kinda working. it only gives me 3 vertices to play with tho so I can't really make it fit.
AmiPolizeiFunk 22 Jan, 2018 @ 4:31pm 
i was trying it w/o PO first. I'll try it with now..
pauljchris  [author] 22 Jan, 2018 @ 4:27pm 
It is now a prop. I thought all procedurals were supposed to ignore collision completely. Did you shift P it into a procedural before placing?
AmiPolizeiFunk 22 Jan, 2018 @ 4:24pm 
hmm it won't let me push it down far enough, even with "prop snapping" and "allow submerge" set to ON. Which template is it now? this is as far down as it will go for me: https://imgur.com/NSLPyk5
AmiPolizeiFunk 22 Jan, 2018 @ 4:18pm 
it's there! hallelujah! thank you