Cities: Skylines

Cities: Skylines

Coosbay Theme
41 comentarios
alexandros.marios 21 OCT a las 9:11 
Hello dear Vecchio,
first of all, congratulations for all your great assets.
In my search for the right Map Theme for a new Photorealistic Greek/Mediterranean Theme i stumbled upon your map themes. The basic idea was to find textures to paint geological features in large areas of the map. There are some candidates in the Workshop for this,among them, your textures of CoosBay-ruined/ore/oil/sand.

Your ruined texture is the ONE and ONLY in the workshop, as far as I researched, no other texture can do what your ruined texture can do! It's geological under-layer acts as a stencil and I never saw anything close to this in beauty, or maybe im just excited...
I've managed to create hyperealistic areas with your ruined texture , larger tiling would be better of course. Blends amazingly with others players textures, like the Ore of 4kPraia and Sand from Australia Map them,etc. The result is nothing like I've seen so far!
... > > >
alexandros.marios 21 OCT a las 9:10 
... > > >
Your idea for a geological shade-like relief as base layer allows the other textures to fill the gaps as if it would be some kind of a stencil !
In game ruined textures are being painted with SurfaceTool on top of underlying textures(grass,ore,oil,sand,gravel), those fill the gaps of the relief of ruined texture.The only downside is that ruined textures erases pavement from roads when painted over them.
So the Idea is SUPERB, now we only need new better textures with the maximum resolution possible so the tiling stays relative large in order to paint large portions of the map with it.

Give me the right tools Vecchio and I will paint the most iconic landscapes you have ever seen in CS. I dare to say, I have an artistic, this i have to say also.
If you have time, get in touch with me when you see this message. We need to talk about how to get to the Next Level in map-design, together. I would like to contribute of course with my knowledge of things.

Greetings from Berlin.
Stalker 11 JUN 2023 a las 3:20 
What I love about this theme is that it disguises resource painting which is fine on some maps but is an embarrassment on others. Thank you, Veccy.
Praskovya 31 MAY 2022 a las 10:53 
Coos Bay Oregon is one of the most weird and evil places I have ever been to. And Ellensburg WA.
VecchioChristo  [autor] 5 SEP 2020 a las 22:14 
Yes
toby6_73 5 SEP 2020 a las 15:36 
Coos Bay Oregon? Hello from Eugene.
VecchioChristo  [autor] 6 ABR 2020 a las 11:44 
You might try turning off unused assets or assets your pretty sure you wont use in game
^4DrJulien 6 ABR 2020 a las 6:04 
Deleted my comment. I had an error but it's probably because I didn't subscribe to the other asset required for this.
Also note you need to quit the game completely to load a new theme.
I use the environment changer mod and if you switch from one to the other in the same game session tons of assets will fail and the game ultimately crash

PS Stunning graphics on terrain
Now, I think I get 5FPS with my modest nvidia GTX970. any tips to optimize?
VecchioChristo  [autor] 4 ABR 2020 a las 6:28 
There is nothing unique or different about this theme other than 4K images, over 3000 people are using it and I have'nt heard of any issues.
Owlchemist 29 FEB 2020 a las 14:14 
Mmhm, I just use decals to pretty up any areas I wanna zoom in on anyway.
VecchioChristo  [autor] 29 FEB 2020 a las 14:13 
The game will only accept 2k images for textures with normal maps and 4k without. They should be at least 8k to reduce the up close blurring. So I had a choice accept repeating patterns or bluring up close. I chose blurring as the lessor of 2 evils
VecchioChristo  [autor] 29 FEB 2020 a las 14:09 
I do that because I absolutely hate repeating patterns. The only way to minimize that is to make the repeats as large as possible. Repeating patterns to me appear very amateurish and look awlful
Owlchemist 29 FEB 2020 a las 14:03 
You bet. I like that your map themes are a little different around here. Most themes aim to look real crisp and sharp zoomed in close but don't look very interesting when zoomed out. Yours is basically the opposite, but since the camera is pulled back most of the time anyway, I'd say it's a good compromise.
VecchioChristo  [autor] 29 FEB 2020 a las 14:00 
I dont know, Im making a new map and theme based on switzerland as we speak, I will pay attention to that. Thanks for your input!
Owlchemist 29 FEB 2020 a las 13:59 
...since you're asking me about it, I'm getting the impression you didn't experience this problem then? That's what I was trying to isolate at the moment: if this is a "me problem" or somewhat common.
Owlchemist 29 FEB 2020 a las 13:58 
Trying it out right now. It still seems to be happening on that one, however it's less noticeable (perhaps due to the colors used). One oddity I've noticed is that the road edge flickering is mainly only present on the innermost 3x3 map tiles. When I look at the highways way out in the outskirts, they're fine. Baffling.
VecchioChristo  [autor] 29 FEB 2020 a las 13:42 
I've made 2 themes since, and it might be in how the transparency of the "ruined map" is configured. Just as an experiment load my "Toulouse Mission" theme and see if it still does it. I'm not suggesting you use it , just as an experiment! The toulouse mission ruined map has its tranparency set up different
Owlchemist 29 FEB 2020 a las 13:28 
Overlapping textures, causing a flickering. Sorta hard to demonstrate in a still image, but.... https://imgur.com/a/XSKsZwK

The edges of the road conflict with the map textures. This happens for quite a few other themes too, so it's hardly isolated to just this one. Though a few are flawless, not quite sure why (an example of one that I don't have this problem with would be: https://steamproxy.com/sharedfiles/filedetails/?id=1563615983 )
VecchioChristo  [autor] 29 FEB 2020 a las 12:58 
what do you mean by "z fighting"?
Owlchemist 29 FEB 2020 a las 10:34 
This is by far my favorite map theme. Only problem is I get a ton of z-fighting around the edges of the roads using it, though that is not specific to this theme. I get it with a few map themes, but sometimes not at all with others. Looking closely at your screenshots it sorta looks like you maybe avoided this problem though? Any tips on how?
VecchioChristo  [autor] 6 JUL 2019 a las 1:51 
Thank you very much for your comments!
lukegrossmiller 6 JUL 2019 a las 1:26 
Echoing someone farther down in the thread, I haven't seen anything like this in CS before. Its incredible... and not just because I live in Eugene and have been to Coos Bay a few times either. I use the theme mixer mod and the oil and ore textures from "NotSoRocky Hills". The oil is a little swampy looking, the ore becomes barren mountaintop area. Looks great. Thank you for your work VecchioChristo. I am having fun with what you've made here.
Evangeline 2 JUL 2019 a las 15:06 
Thats great to hear ! im sure they will look amazing. and yea, agree with you on the old stuff, ive dedicated my workshop to modeling out older vehicles (and old vehicles that never were)
VecchioChristo  [autor] 2 JUL 2019 a las 15:01 
Kind of depends on what info I can get. Im online googling and looking at library of congress data . The Historic American Building Survey has a section on engineering and boats I'm crawling through all that stuff. Sometimes I find stuff fast and sometimes its like pulling teeth. I prefer older stuff, I find it far more interesting!
Evangeline 2 JUL 2019 a las 14:53 
sounds great ! will these be from the 1900's till 1960's or more modern ? (im intrested in this as im making a city set in the 1950's)
VecchioChristo  [autor] 2 JUL 2019 a las 14:46 
Thanks, appreciate your input. Now I'm working on some fishing vessels and a coast guard cutter.
Evangeline 2 JUL 2019 a las 14:39 
Hah. Yea i understand that, at some poibt you gotta finish it. very fine work regardless, i can see a lot of time and a lot of experimenting went into this !
VecchioChristo  [autor] 2 JUL 2019 a las 14:34 
I think its the gravel that's picking up discoloration from the ruined. that could probably stand some refinement. But as I said I spent months on the texture and map and after a while You gotta fish or cut bait. I decided not to let the "perfect become the enemy of the good" or whatever that saying is!
VecchioChristo  [autor] 2 JUL 2019 a las 14:31 
Thanks for your input. I made oil and ore textures, I experimented with litterly 100's of variations. I spent months working on this. In the end I just thought they detracted from the whole. So I choose the lesser of 2 evils and just left them out.
Evangeline 2 JUL 2019 a las 14:13 
Actually i thought they moved CS over to Unity 6, but i may be wrong in that regard.

Either way yea, i understand the choise you had to make, its partly game limits and an artistic choise, i actually think you made the right call to not increase tiling as it just makes the terrain look repetitive, the texture is just amazing when zoomed out and looking at the big picture. so much variety in terrain yet so few visible repetition.

My only two suggestions would be using the dirt and ruined textures for ore and oil resources as well, as those resources can be painted and 'smoothly' blended into the terrain like the sand texture, that way you can maximise customisability and make certain areas look nicer. That as well as using a different texture for asphalt/pavement than vanilla, as vanilla aphalt/pavement has some nasty discoloration going on.

But of course, this is your asset, just my two cents, again, amazing work, i will definitly be using this theme from now on.
VecchioChristo  [autor] 2 JUL 2019 a las 14:00 
Considering texel density, terrain should have 8 or 16k textures. Unity 5 which is the game engine CS was made it max's out at 2k if you use normal maps.
VecchioChristo  [autor] 2 JUL 2019 a las 13:48 
You think about it, a 2k or 1 k texture is generally used to cover an object the size of a house or building. The map itself uses this same size texture to cover several kilometers of area. I could have increased tiling but then you just get repeating patterns. If a texture has any interesting features or details there is no way to illiminate repeating pattern so I made them cover as large an area as I could.
VecchioChristo  [autor] 2 JUL 2019 a las 13:39 
Thanks, 2 reasons the cliff textures are low res to the eye. Cliff and sand can only be 2k if you use a normal map. Cliff has to have a normal map other wise its just not effective. So if you want texture, 4k is out. Second reason is I choose to cover nearly as large an area as possible with in the game so as to reduce tiling. I absolutly hate tiling. So I choose to reduce repeated patterns over resolution. I don't like it either but ya gotta work with the medium.
Evangeline 2 JUL 2019 a las 12:03 
man, you have done something that as far as i recall hasnt been done before. altough the texrtures look kinda low res up close, the amazing blending at range and at angles really make up for it, this map theme amazes me. well done.
VecchioChristo  [autor] 1 JUL 2019 a las 17:51 
Thanks a lot for all your comments!
Gustavo Marques 1 JUL 2019 a las 17:39 
This map theme is simply amazing! You could have used the oil or ore for some dirt textures, but either way great map theme, I love it.
VecchioChristo  [autor] 1 JUL 2019 a las 12:50 
grass and ruined are 4k, you're limted to 2k on textures with normal maps. so sand and cliff are 2k with 2k normal maps. There is no variation for oil and ore, I made them the same as grass. I was trying to make a visually appealing map and I just didnt like the look of the ground suddenly changing.
alborzka 1 JUL 2019 a las 12:36 
Wow nice! Are these 4K textures? Some more details would be great :D
rlas 1 JUL 2019 a las 10:22 
Oh Coos Bay is a real location? I didnt know that. Thought his was fictive :o
VecchioChristo  [autor] 1 JUL 2019 a las 9:52 
No they are sand dunes. Look on Google Earth Coos Bay has a large sand dune recreation area.
rlas 1 JUL 2019 a las 9:45 
is that ice in the 5th pic? :o