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
(function(){ 'use strict'; | |
var headingNodes = [], results, link, tags = ['td']; | |
tags.forEach(function(tag) { | |
results = document.getElementsByTagName(tag); | |
Array.prototype.push.apply(headingNodes, results); | |
}); | |
console.log( | |
document.getElementsByClassName("workshopItemTitle")[0].innerHTML + '@' + | |
document.getElementsByClassName("littleNum")[0].innerHTML.split(" ")[1] + '@' + | |
results[1].innerHTML + '@' + results[3].innerHTML + '@' + results[5].innerHTML + |
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 ICities; | |
using System; | |
namespace HDRIH1Cubemap | |
{ | |
public class HDRIH1Cubemap : IUserMod | |
{ | |
public string Name | |
{ | |
get |
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 stationTrackType = "r69rwst-double"; // The type of station track: | |
// r69rwst-double (normal double station track) | |
// r69rwst-edouble (elevated double station track) | |
// r69rwst-single2 (single station track - two sided boarding) | |
// r69rwst-single1 (single station track - left sided boarding) | |
// r69rwst-singler (single station track - right sided boarding) | |
// r69rwst-esingle2 (elevated single station track - two sided boarding (shinkansen only afaik)) | |
// r69rwst-esinglel (elevated single station track - left sided boarding) |
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 |