

Just like if you edit one of the default buildings now the mod would only load the model and textures once (if all options are on ofc). I think they'd still have to be created as separate buildings, but only the new textures would load. The model share option of this mod would then see they share models and would only load one of each model and then all the textures (as they're different). Say you have the Brooklyn buildings + versions in red brick. This set can be relatively small and change all the time because, as noted above, "Load used assets" will take care of the rest.ĭifferent textures for the same building/model is already possible. the ones you want to use and experiment with at this time. In Content Manager, you enable your current favorites, i.e. You also check the "Load enabled assets" option. The suggested usage of "'Load used assets" is the following (and yes, it only applies to custom assets):īecause of the option, all the assets placed in your city will be loaded, even though you may have disabled many of them in Content Manager. I believe sharing Unity materials is a very efficient way to share resources, and it might be very difficult to go beyond that stage. The mod already shares custom materials when present. "Texture pack" reminds me of materials because that is what materials are: a set of textures, a shader, and possibly other material properties.
#Cities skylines loading screen mod how to
Maybe the 'Load used assets' option of the Loading Screen mod could take care of that, which, if I understand the function correctly, only allows buildings already present in your city to load (but if so, how to get new subscriptions to load?) - it would require you to grow each allowed growable at least once in your city, however. This eliminates the chance of undesirable assets popping up in your city, but unfortunately these unwanted ones would still be loaded into memory. Then you could still override that with more specific themes on district level.

the only way to 'block' vanilla buildings is to create a 'master theme' applied as a city policy, which would only include assets you want to allow to spawn in your city - like a city-wide asset baseline. If texture packs would be possible, could having the same assets being able to use various 'texture packs' be the next step? Like for example Feindbild's Brooklyn collection: one texture pack for the current visual style, another pack for a 'red brick' style, one for a 'brownstone' style, one for a 'wooden panel facades' style, and so on and on.Īfaik. Probably need to disable some texture sharing there. I am thinking of adding an optional report of failed, missing and used assets as this seems to be the most requested feature. A bit inconvenient but they are all there. That is an excellent speedup, there must be a lot of sharing going on! I wonder what building or prop collections are you using?įor now, open your output_log.txt (in steamapps\common\Cities_Skylines\Cities_Data) and search for "Asset failed" and "Asset not found". Is there an output log generated somewhere? I had loads of missing props and several broken assets, but they all went by so fast I couldn't keep track.ĮDIT: Also I noticed one thing with your issue with the LOD & shared tex option, it seems to be placing the reflection image thats used on glass (the one everyone hates lol) perhaps some naming issue is occurring. I got a massive speed boost to startup, it went from about 5-6 min to about 1-2 min! And I actually added assets from the last time I played lol this is brilliant, and the loading screen no longer poops its pants when switching to mod loading mode half way thru.
