You can save a custom-made asset from the menu located at the top right or click the Esc key. You can add sub-buildings by clicking on the Add Sub-Building option located in the bottom right corner. If you want, you can supplement buildings with sub-buildings that will be placed next to the main asset. And if you chose a winter theme, you can see what the asset would look like if it snowed. Also, with preview tools, you can view the asset in daylight or at night. That way, the asset can be a much more personalized look. Here you can insert trees or props on the asset to make it look much nicer. The next step refers to the decoration tool. Cool, right? Decorating Assets in Cities: Skylines For example, if you are interested in what your model would look like if it were affected by a fire. ![]() And if you select the “maximize” button, a large preview window will open for even better insight into the model’s appearance. The usual setting is that the scale model is set to 100.Īlso, with the mouse, you can view the selected model from different directions. You can rotate the model, scale it, or move its pivot to the bottom center in this step. The next step is to choose a custom model (.fbx file format) or an already built-in model from the template. When you select the template of an already existing set, you can select the option “Use existing decoration,” where the already existing decoration will appear. When you select the desired theme, a menu will open with different types of assets to choose from. Themes are mainly a visual addition and will not affect the behavior of the asset. Here you can choose an asset template, for example, tropical, winter, or European. You can select the New Asset option in the Asset Editor, where the thematic menu will open. For example, if you choose Vehicle as your asset type, you will be able to upload a 3D model of the vehicle you want to put into the game. The Asset Editor is a tool used to create new assets or decorate existing ones.īefore creating your own asset, you can choose one of the already existing asset types using its template. Warning: Integrated graphics chips such as the IntelHD and Intel Iris are NOT Graphics cards, and are not supported.You can find the Asset Editor in the Main Menu, under the Tools tab. You can find the AMD equivalent of any of these by looking on It isn't an exact science, just a rough guidelineĪlso, I will be using Intel/Nvidia as a baseline, since I'm not familiar enough with AMD's current catalogue. You might be able to do it with less, or might need more. Note: I'm going by recommended specs, not minimum requirements. I'll be breaking it down by screenshots, so you can get an idea. Each has a very different level of system requirements. There are roughly four different levels of playing: Vanilla, Semi-Modded, Mostly-Modded, and Detailer. What kind of hardware do I need to achieve different levels of modding the game? The mods New Roads For Network Extension 2, and Network Extensions Project, are broken and completely dead. The Steam Community Servers (which house the Workshop) undergo scheduled maintenance every Tuesday-to-Wednesday night around 00:00 (GMT, London time).Īnd if there's a Steam Sale, the servers are permanently overloaded. Integrated GPU’s are meant for office use. (Yes, this game is very RAM heavy.)Ĭan I run the game on an IntelHD Integrated GPU?Īs listed in the specifications, Cities Skylines does not support Intel Integrated Graphics Cards. The game with all DLC will need at least 8GB. ![]() Once you start using DLC and/or assets, you’ll need a lot more. The vanilla base game requires around 4GB. If it crashes on the loading screen, you've got too many. Each DLC adds about 250-400 assets to the game. ![]() If you have the Green Cities, Parklife or Industries DLC, reduce the asset count by another 400 each. The average rule of thumb for the base game is: ![]() A 10KB prop only uses 10KB, and so you can subscribe to a lot more before reaching the limit. The game runs on the Unity engine, which loads all assets directly into the RAM on game load.
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