Simon Royer

310 posts

Simon Royer

Simon Royer

@Simon__Royer

#ProceduralObjects dev Cities Skylines modder #FrenchCityDesigners

Paris Katılım Ekim 2014
67 Takip Edilen512 Takipçiler
Simon Royer
Simon Royer@Simon__Royer·
@Diphospat @CitiesSkylines Hi ! Unfortunately it’s a feature that wouldn’t make much sense internally inside the mod, although I understand why you request. Vertices are used not only as geometrical points in space but also as points on texture (UV map) hence it’s not possible to add any. Only use existing
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Kinkerlitzchen
Kinkerlitzchen@Diphospat·
@Simon__Royer @CitiesSkylines I didn't saw you returned back to this Mod once more. But i have a Suggestion, is it possible making an Option where we can add Vertices to Procedural Objects ? I hope its not to late now
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Simon Royer
Simon Royer@Simon__Royer·
@LeU_cn @AtkosKhan No idea but not me, that’s for sure : I never played CS2 and truly don’t have the time at all
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Simon Royer
Simon Royer@Simon__Royer·
WIP #ProceduralObjects update • new tools in drop-down menu • assign POs to “saving sectors” • sectors are separate files from base save file : bypass save data size limits. • on game load, select the sectors to load this time and improve load time/performance thanks to that
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Simon Royer
Simon Royer@Simon__Royer·
@CityScapes_yt The current Global multiplier kind of allows that yes. You can put it at like 0.5 and it will use half the render distance values that are actually set in the POs.
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CityScapes
CityScapes@CityScapes_yt·
@Simon__Royer Will have a look at it tomorrow! So will this function also work in reverse? Kind of a ‚building-mode‘, to decrease visibility distance, sonone could get better performance while building stuff?
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Simon Royer
Simon Royer@Simon__Royer·
I made no update Procedural Objects in 2+ years, but I’m going to release a final patch with fixes and minor additions, before I formally discontinue the project dev. If you feel like there’s this one tiny thing you always wanted, now is the time ! #1.7.9" target="_blank" rel="nofollow noopener">proceduralobjects.shoutwiki.com/wiki/Planned_u…
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Simon Royer
Simon Royer@Simon__Royer·
@CityScapes_yt I would rather suggest you play around the « Global multiplier » value that is already available for that matter. This value does not require you to recalculate the buildings’ individual render dist. values. It just applies to all the objects at once.
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CityScapes
CityScapes@CityScapes_yt·
@Simon__Royer Awesome! If not too much, it‘d be great, if screenshot mode would ‚detect‘ really large objects, either enlarged ones, or buildings etc in general, and only render those for very far away shots. Otherwise it could be a bit overwhelming for the game to render even really objects
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Simon Royer
Simon Royer@Simon__Royer·
@Rhabarber7 Subgroups is probably going to be a bit too much work unfortunately though it’s a great idea. I’ll add the « hide outline » feature to the list !! Thanks !
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Simon Royer
Simon Royer@Simon__Royer·
@arch_teryx Oh I’m far from actual retirement though, if only you knew
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ArchTeryx
ArchTeryx@arch_teryx·
@Simon__Royer Thank you for all you've done for us. You've earned your retirement.
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Simon Royer
Simon Royer@Simon__Royer·
@arch_teryx I also hope someone will take this to the next level !!
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ArchTeryx
ArchTeryx@arch_teryx·
@Simon__Royer I really hope that someone ports PO into CS:2 once assets finally get started there. PO was an absolute game changer, even for those of us that can do our own modeling in Blender. You basically created a 3D editor WITHIN the game, and for that, warmest congrats.
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Skibitth.YT
Skibitth.YT@skibitth·
@Simon__Royer Really amazing news! And thanks for this amazing mod! It changed the game for those who love doing detailing. And it opened so many doors.
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Simon Royer
Simon Royer@Simon__Royer·
@CityScapes_yt Thanks for the suggestions mate! Moving groups along axis would require to merge General Tool with Selection Mode. It would make sense but is also probably a hell of a lot of work so not sure it’s feasible for me unfortunately :( Screenshot mode is feasible. I’ll add it !!
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CityScapes
CityScapes@CityScapes_yt·
@Simon__Royer I‘ll share some bugs I‘m fighting tomorrow, would love seeing that fixed. Apart from that: - Move Groups along 3 axis like single PO - In general, having all functions for single POs for PO-groups - Having some sort of screenshot mode, that sets PO visibility distance to max
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Simon Royer
Simon Royer@Simon__Royer·
As I already mentioned in the past, anyone is free to undertake a PO continuation project, but to my knowledge no modder has been willing to do so. Until then I remain the only dev on PO, and I will continue to dev at my own pace. If anyone wants to create a new PO let me know!
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Simon Royer
Simon Royer@Simon__Royer·
I've been away from #ProceduralObjects development for the past year or so. To anyone worrying (if any), I'm still alive but really haven't got time to do what I want to do with the mod. I'm still studying and earning my own money, I can't fit PO plans into my schedule atm (1/2)
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Simon Royer retweetledi
Toadie💤
Toadie💤@ToadieZzz·
SO BASICALLY THEY CALL IT A CITY BUILDER GAME BUT THERE'S ACTUALLY A LOT OF MANAGEMENT MECHANICS ESPECIALLY TRAFFIC BUT LITERALLY EVERY PLAYER I KNOW IGNORES THAT ALL AND MAKES BUILDINGS NOT FUNCTIONAL WITH THIS MOD CALLED PROCEDURAL OBJECTS IN ORDER TO TURN THEM INTO OTHER BEAU-
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