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Texture and Tree Variations #3

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boformer opened this issue Jul 22, 2015 · 6 comments
Open

Texture and Tree Variations #3

boformer opened this issue Jul 22, 2015 · 6 comments

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@boformer
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It would be great to have some roads with different textures, e.g. cobblestone or concrete.

It would also be nice if we could select the tree decoration type (e.g. for palm trees or bush roads).

Low-Priority: I think It would be bad to have a separate menu icon for every of those customized roads. It would be better to have some kind of dropdown menu to customize the road.

@Katalyst6
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It is a bad idea indeed to have 10-15 variations of roads. I will include those ideas in "future plans", after the first 3-4 main roads pieces will be released.

@Katalyst6 Katalyst6 modified the milestone: Planned Extensions Jul 22, 2015
@Katalyst6 Katalyst6 reopened this Jul 22, 2015
@boformer
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boformer commented Aug 9, 2015

Do you think it is possible to create variations of existing road types WITHOUT creating new NetInfo prefabs?

I only want to apply visual changes, like replacing:

  • lane props
  • textures

Some Ideas: Cobblestone roads, roads with palm trees, roads with chinese lanterns, gravel roads using a different texture...

These roads would revert to the vanilla road types when people remove the mod. The normal roads can coexist with the variations. Also, no extra icon in the roads panel is needed for the variations.

@Katalyst6
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Hey Boformer,Message me via Steam, I'll be glad to explain all that to you (and yes it's totally doable! )

-------- Original message --------
From: boformer [email protected]
Date: 2015-08-09 13:12 (GMT-05:00)
To: "Katalyst6/CSL.NetworkExtensions" [email protected]
Cc: Katalyst6 [email protected]
Subject: Re: [CSL.NetworkExtensions] Texture and Tree Variations (#3)

Do you think it is possible to create variations of existing road types WITHOUT creating new NetInfo prefabs?

I only want to apply visual changes, like replacing:

  • lane props
  • textures

Some Ideas: Cobblestone roads, roads with palm trees, roads with chinese lanterns, gravel roads using a different texture...

These roads would revert to the vanilla road types when people remove the mod. The normal roads can coexist with the variations. Also, no extra icon in the roads panel is needed for the variations.


Reply to this email directly or view it on GitHub:
#3 (comment)

@boformer
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I will try to make a mod that changes visuals when I come back in October.

The mod should be compatible with NetworkExtensions and Traffic++, as long as you don't mess with the rendering methods.

@Katalyst6
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No I will not, don't worry about it.Adding new roads is not messing in anyway with the renderings.

-------- Original message --------
From: boformer [email protected]
Date: 2015-08-12 20:33 (GMT-05:00)
To: "Katalyst6/CSL.NetworkExtensions" [email protected]
Cc: Katalyst6 [email protected]
Subject: Re: [CSL.NetworkExtensions] Texture and Tree Variations (#3)

I will try to make a mod that changes visuals when I come back in October.

The mod should be compatible with NetworkExtensions and Traffic++, as long as you don't mess with the rendering methods.


Reply to this email directly or view it on GitHub:
#3 (comment)

@boformer
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Street lamps should also be handled this way when AD is out.

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