![]() We want to give you the ability to create your very own vehicles, trees and bushes, as well as the option to import custom citizen models. We’ll get into the details of what will be included for console closer to their release.įollowing the release of the Editor our next goal is to expand its capabilities to include more asset types. Paradox Mods will be available on all platforms, not just PC, within the limits of each platform. ![]() Here you can share and download custom maps, buildings, and code mods, as well as share your savegame or download other people’s cities to explore. This first update will also enable sharing to Paradox Mods. We’re very excited to see what the modders create for this time around! That said, please remember that the game uses new technology and has a deeper simulation, so mods need to be created from scratch and nothing done earlier for Cities: Skylines can be used as such. ![]() We have given a lot of the prominent modders from Cities: Skylines early access to Cities: Skylines II, giving them a chance to get familiar with the game and get inspired to create mods. Last, but definitely not least, this update will support code modding. All the technical information about modeling and texturing assets can be found on the official wiki, which will be updated as more information is available. You can of course also edit existing assets, giving your favorite building a new look through different color variations and decorations. fbx files with a matching set of textures, set up color variations, decorate the asset, and tweak its stats to fit your new asset. The initial release of the Editor supports the creation of custom buildings with more asset types to be supported in the future. But map creation also includes setting up the map’s climate, including its temperature variations and weather. The Editor will be released in several steps, the first of which will include map creation, asset import, code mods, and sharing those as well as savegames through Paradox Mods.Ĭreating custom maps in Cities: Skylines II includes what you might expect: Shaping the landscape, setting up water sources for rivers and lakes, painting in natural resources and forests, and setting up the basic outside connections for a city. The Editor is currently in beta and being tested by our modding beta group, which consists of seasoned modders and asset creators. Preview your asset in the surroundings you want while adding finishing touches You can place buildings as you’re shaping the landscape to ensure the scale of hills and valleys is how you want them. You can load a map, place the building in the environment, and place other buildings or roads around it to get a better sense of what it will look like in your city. Your new building doesn’t exist in a flat empty world. This means you will have a lot of options at your fingertips, which can be a little daunting at first, but it comes with a lot of benefits too. Whether you’re making a new map or creating a new building, you will enter the same Editor. In Cities: Skylines II we have one Editor capable of everything. ![]() If you wanted to work on a map, you would need a different editor to do that. If you wanted to create assets you would open the asset editor, and within it, you would select specific categories all bringing you a subset of features. ![]() In Cities: Skylines we had several different editors for different functions. That’s what the Cities: Skylines experience is really about: Freedom to create! We’re developing it in close cooperation with the modding community, and while the tools are something we’ll use internally as well, the goal is to offer you the possibility to create your own content for the game. This time around we have a good sense of what modders and creators may need, based on all the amazing things they created for Cities: Skylines, and our goal is to support that with the new Editor currently being worked on for Cities: Skylines II. Currently, the game does not include the Editor, but we will update the game post-release to include it as soon as it’s out of beta testing.įrom the start, we knew we wanted to include an in-depth editor powerful enough to bring your ideas to life. Today we’re sharing our plans for the Editor in Cities: Skylines II. Hello everyone and welcome back to another development diary. ![]()
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