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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using UnityEngine; | |
using System.IO; | |
using ColossalFramework.IO; | |
using ObjUnity3D; | |
using ICities; |
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//scripts to use with the Realtime mod, filename must match file prefix in import folder | |
var type="building"; | |
var filename="thing"; var assetname="thing"; | |
Type.GetType("Realtime.RealtimeMod").GetMethod(type).Invoke(null, new object[] { filename, assetname }); | |
var type="prop"; | |
var filename="snow1"; var assetname="snow1"; | |
Type.GetType("Realtime.RealtimeMod").GetMethod(type).Invoke(null, new object[] { filename, assetname }); |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using System.IO; | |
using ICities; | |
using UnityEngine; | |
using ColossalFramework.IO; | |
using ObjUnity3D; |
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// Textures must be placed in gamefolder/textures/props | |
// For example if my prop file name is snow1 and asset name is also snow1, | |
// then the textures would be called snow1.snow1_Data_d.png | |
// snow1.snow1_Data_a.png, snow1.snow1_Data_n.png and so on... | |
var assetname = "snow1.snow1_Data"; // CHANGE ONLY THIS | |
var asset = PrefabCollection<PropInfo>.FindLoaded(assetname); | |
var assetMaterial = asset.m_material; var texturePath = " "; | |
Texture2D providedTexture=null; Color px; |
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using ICities; | |
using System; | |
using System.Reflection; | |
using UnityEngine; | |
namespace LightingRebalance | |
{ | |
public class LightingRebalanceMod : LoadingExtensionBase, IUserMod | |
{ | |
public string Name | |
{ |
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//building | |
var shader = Shader.Find("Custom/Buildings/Building/Floating"); | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as BuildingInfo; | |
if(asset.m_material != null) asset.m_material.shader = shader; | |
if(asset.m_lodMaterial != null) asset.m_lodMaterial.shader = shader; | |
//prop |
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// PropMesh To NetworkMesh | |
var propName = "Barrels"; | |
var networkName = "Train Track"; | |
var type = "segment"; // segment or node | |
var id = 1; | |
var replaceTexture = false; // true or false | |
var prop = PrefabCollection<PropInfo>.FindLoaded(propName); // PropInfo, BuildingInfo, VehicleInfo, TreeInfo |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using ICities; | |
using UnityEngine; | |
namespace PropRotating | |
{ | |
public class PropRotatingMod : LoadingExtensionBase, IUserMod |
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// Prop Rotating Script | |
// Control rotation axis, pivot and speed. | |
// Run in asset editor and see effects in real time. | |
// Animated faces must be vertex painted black! The rest reimains white. | |
// Google how to do vertex color painting in your 3d software of choice! | |
// The LODs are not rotating, they are like regular props. |
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// Custom Light Effects Scripts | |
// Adds custom light effects to props. | |
// Multiple effects can be added, including vanilla ones. | |
// The mod is not required to run the scripts or save the asset. | |
// It's only required for loading them. | |