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Cities skylines pedestrian paths
Cities skylines pedestrian paths










cities skylines pedestrian paths

Make sure the texture is 8 bits/channel because a 16 bits/channel image can't be imported. The game supports other formats as well, but there is no reason to use another one, it doesn't matter how much your texture is compressed or even if it's completely solid or complicated, the game will convert it to a DXT format, so the final size won't be affected by anything other than resolution. If you don't import a normal map, it will default to a flat normal map - no bump. High specularity and normal map don't work well together because of the compression, so you might want to paint over your windows and other shiny parts with a solid color before generating a normal map or paint over these parts 128,128,255 on the final normal map. The normal map generator should be set to +X +Y, which means no color channel inversions are required. This can be made from the diffuse or a height map (brighter colors will look extruded out more) using a normal map generator online, a photoshop plugin like xNormal, or standalone software such as CrazyBump. Image shows the same flat normal map on faces with different UV rotation/flip.Īlso sometimes called a bump map, adds fake depth or form by affecting how the lighting appears. Problem: default normal map value is 0.5, which isn't possible by using 127(left) or 128(right). If you don't import an illumination map, it will default to no illumination. Illuminationīuildings can have two different types of illumination - diffuse contribution illumination in the 0-120 range, which is almost never used, and random night window illumination in the 128-255 range, which is what most buildings use. If you don't import a color map, it will default to full color, but the "use color variations" setting must be enabled for the colors to appear. The diffuse will get multiplied by the color variation, that means the resulting color will look darker than the original diffuse. White means fully affected and black means not at all.

cities skylines pedestrian paths

Colorĭetermines which parts will be affected by color variations. If you don't import an alpha map, it will default to fully opaque or fully visible. Semi-transparency is not supported, you need to use the rotors shader for that. Gray values may affect how it looks from a distance or at an angle. Transparency, white means opaque or visible, black means transparent or invisible. Using lighter values for the invisible parts will decrease the chance of small details like railings disappearing completely.












Cities skylines pedestrian paths