This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
var styleName = "Sugondese"; // Name which will be visible in the UI | |
var type = "cat1n"; // The type of prop: | |
// cat1n single normal catenary | |
// cat1e single end-catenary | |
// cat1t single tunnel catenary | |
// cat2n double normal catenary | |
// cat2e double end-catenary | |
// cat2t double tunnel catenary |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Rotors Shader for Vehicle Glass | |
// Limited to 32 vertices per sub mesh. | |
// All vertex normals should be straight on the chosen axis. | |
var subMesh = 1; // vehicle sub mesh id starting from 1, as seen in the asset editor ui | |
var axis = "y"; // axis explanations: | |
// x - facing to the side, spins like a wheel | |
// y - facing up or down, spins like a heli propeller | |
// z - facing forward or backward, spins like a plane propeller, requires Rotors FlipXZ mod |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Traffic Light Shader - Railway Crossing Barriers | |
// Control rotation axis and pivot. | |
// Run in asset editor. | |
// (This used to require the PropRotating mod but that is no longer necessary) | |
// (added modless shader parameter saving method by boformer) | |
// Rotating parts must be vertex painted black! The rest reimains white. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// prop | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo; | |
if(asset.m_mesh != null) asset.m_mesh.RecalculateTangents(); | |
if(asset.m_lodMesh != null) asset.m_lodMesh.RecalculateTangents(); |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Ingame light effect editing script. | |
// Add as many effect changes as necessary. | |
// Name of the light effect can be found by plopping the prop, and then | |
// going to [Ctrl+E] Scene Explorer > Tool Controller > Prop Tool > | |
// m_prefab > m_effects > m_effects.[id] > m_effect | |
// The light needs to be moved or plopped for the nearby area to update the effects. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using ICities; | |
using UnityEngine; | |
namespace FlipXZ | |
{ | |
public class FlipXZMod : LoadingExtensionBase, IUserMod |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using ColossalFramework.IO; | |
using ColossalFramework.UI; | |
using ICities; | |
using System; | |
using System.IO; | |
using System.Reflection; | |
using System.Xml.Serialization; | |
using UnityEngine; | |
namespace Detail |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Detail Script | |
// Tags a prop as detail prop for custom render distance and optional color matching. | |
var lod = 100f; // Distance at which LOD appears. | |
var max = 200f; // Distance at which the prop disappears. | |
var vegetation = true; // Set to true for color variations override according to Detail mod settings. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// FlipXZ Script | |
// Tags a rotors shader vehicle sub mesh for Rotors FlipXZ mod. | |
var subMesh = 1; // vehicle sub mesh id, starting from 1 | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as VehicleInfo; | |
asset.m_subMeshes[subMesh].m_subInfo.m_UIPriority = 120122; | |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Decal Script (based on original script by boformer) | |
// (added modless shader parameter saving method by boformer) | |
// | |
// Removes the need for making a mesh, just import the provided decal mesh | |
// and this script will automatically change the size you set. | |
// | |
// Warning: Do not save vehicles after running this script without a game restart! | |
var size = new Vector2(8.0f, 8.0f); // Size of decal in meters - width and length |