Complete Guide to Procedural Objects Mod in Cities: Skylines (Timestamps in Description)
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- čas přidán 28. 07. 2024
- Guide with tips, tricks and techniques for everything you can do in the Procedural Objects mod in Cities: Skylines.
Click timestamps below to go where you want in the video. Switch playback speed if I'm talking too slow. Procedural Objects version 1.7.8.
Table of contents:
0:00 Start
Conversion
00:23 PO way, Move It way
01:15 Multiple conversion, undo
01:40 FPS with PO enabled in Move It, selection after conversion
02:45 Sub-buildings
04:16 Buildings lose details, networks, paths
05:30 LOD
06:34 Disappearing when out of view
07:16 Terrain, foundation block
08:28 What cannot be converted - workarounds
10:27 Holograms with PO (See pinned comment)
11:16 Functionality, lights
Selection Mode
12:29 Move PO button
12:44 Selecting objects
○ Select, deselect, add to selection, multiple selection
○ Menu position, obstructing the view
14:52 Layers - use, create, delete
16:50 Measurement - distance, angle, between multiple POs
18:39 Export - basic use
20:27 Texture, font, module management
21:25 Render Options
○ What it is, why it is important
○ Dynamic vs. fixed
○ Individual render distances
○ Fading of decals
24:49 Filters
○ Difference from Move It
○ How it connects to Move It
26:37 Move to - tooltip, storing height, reverting
28:41 Copy - multiple copying, menu position, mouse focus
30:13 Deleting - with PO, with Move It
31:01 Color - store color, color maps, color code extract
34:50 Align height, rotation - difference from Move It, shortcuts, undo
37:11 Equal slope, align between 2 - uses, how it works
41:29 Snap to ground, changes of origin point
○ Where is the origin point
○ Foundation block texture
○ How PO changes origin point
○ Origin point of ploppable surfaces
44:38 Random rotation
44:53 Color gradient - how it chooses corners, storing, remove
46:51 Select texture
○ What it replaces, what remains
○ Better for some objects
○ Basic shapes (texture tiling, UV method)
50:46 Replace by copy
○ Basic use
○ Undo specifics
○ Techniques for shapes with buildings (circle, curve, line)
54:36 Projection - how, why, wall detailing, ads, signs, vegetation
56:53 Distort - explanation, quick changes, corners, intersections, slopes)
1:00:03 Groups - basics, functions, different behavior
General tool
1:05:18 Controls
1:05:37 Gizmo
○ Position, rotation, scale
○ Typing in values manually - texture fighting
○ Local vs. global axes - use
○ Copying with gizmo
○ Uses for measurements
○ Decal copying
○ Settings
1:12:30 General tool window - controls, position, rotation
1:14:24 Text customization
○ Change window size, zoom
○ Applying text - settings, controls, practical use
○ Color rectangle - partially change textures, brighten, color overlay
○ Holograms
○ Notes about texture change
1:29:42 Animation modules - detailed explanation of functions
Self-rotation
1:32:15 Simple rotate-around
1:33:37 Gravity - groups of objects together
1:39:42 Back-and-forth 2
1:48:15 Effects
Customization
1:51:15 Selection of vertices
○ Basics
○ Multiple selection
○ Complicated objects - lag, dense areas
1:55:00 Position, rotation, scale
○ Using keyboard
○ Different axes, camera positions
○ Pivot point location for rotation, scale
○ Manual number input
○ Tips and techniques for manipulating vertices
○ Working in tight spots with many vertices
○ Camera positions for easier selections
○ Scaling in two or one axis only
2:10:11 Actions, objects origin, invert selection
2:10:44 Split vertices - basic use, examples
2:13:35 Merge vertices - how and why
2:16:10 Align vertices - vertical, horizontal, diagonal, how it works
2:19:04 Flatten selection, snap to ground - use, foundation texture, workaround
2:21:04 Conform actions
Advanced edition tools
2:22:17 Show always, daytime, nighttime only - use
2:22:56 Flip faces - detailing inside, ceilings of surfaces
2:24:38 Cast shadow, reset 3D model
2:25:55 Changes history
2:26:25 Stretching - use for detailing, quick change of scale
2:27:51 Mirroring - use, difference from Move It
2:28:28 Normals recalculation - fixing shadows
More tips
2:30:23 Ploppable surfaces (asphalt, pavement, grass etc.)
○ Resizing limits
○ Draw function for circles - how it works, how to do inverted shapes
○ Recoloring - texture fighting, height of circles
○ Grass shadow glitch
2:41:40 Decals - general tips and tricks for working with PO decals
○ Automatic resizing
○ Rotation - put decals on walls
○ Bounding box of decals and changing it
○ Techniques for filling surfaces
○ Put decals on buildings
2:56:46 Loading Screen Mod tip and Find It tips for keeping track of POs
You can directly support the channel by becoming a channel member here:
/ @akruas
Twitter - / akruasstream
Twitch - / akruas
Mod collections: steamcommunity.com/id/akruas/...
#citiesskylines - Hry
Description ran out of space so continuation here.
Note for the Holographic ads and other assets requiring Additive Shader. Right now the Additive Shader that is part of Prop Anarchy does not work very well with PO version of those assets and you probably will have those invisible after load. You need to use the old standalone version of Additive Shader - this one steamcommunity.com/sharedfiles/filedetails/?id=2119477759. And then use Load Order Mod (Tool) and set the load order to load AS before PO - steamcommunity.com/sharedfiles/filedetails/?id=2448824112. Yes, you will get warning messages and its not an ideal solution, but it's the only one that works now.
46:51 Custom textures also work for decals, so you can make your own this way
Normal vids return in March, more in the community posts czcams.com/users/postUgkx7hrZAkHiqSYk-DUF0IhTopxoOzZggUGH
You deserve a blast of views in this video, the work that you have and the patience for creating this well instructed and organized complete guide for helping others to build just as you do is a honorable made!! Apreciate that you took the time for doing it! I am really a big fan of your work, not only artisticly, the knoledge and the way you teach through your videos, but also for the determination and commitment with the projects, who take years to complete, such an inspiration!! Great love and gratitude from São Paulo, Brazil!! Thanks Akruas!!
This has been sitting in my watch later for a few weeks now because I was intimidated by the 3 hour runtime, but you made it an absolute joy to watch. You're an incredible teacher and you've really thought through everything here. Thank you so much for this video, I know I'll be coming back to reference it frequently! :)
No wonder we haven't seen an episode in 2 weeks! This monstrosity must have taken so much time! Thanks so much!
Wow, what a video. I already know it will be of the highest quality, but I will have to watch it tomorrow or the day after.
Edit: I have finished watching and indeed it was excellent. Highly informative and comprehensive, thank you.
This has been a lifesaver. I have been having some trouble getting Procedural Objects to work for me; the tips and tricks shown in this video have shown me how I could work around them. Will definitely put them to good use for the city I’m working on.
Thank you for this thorough tutorial. I've added it to my Useful Links guide on the workshop.
This is excellent. I have been using this as a reference guide for procedural objects. I keep coming back, multiple times to learn new tips and tricks.
Thank you for the best, most detailed PO tutorial ever made. I watched all 3 hours of it and I learned a LOT. It's also still almost completely applicable since not too long after the video was released, CS:2 came out.
But I still use CS:1, still use a ton of PO, and still do animations and other complex things. My work isn't as complex as Asturis or Altengrad, but it still uses thousands of POs; I still come back and refer to this when I need a refresher. 👍 for taking all this time to make this video!
Regarding non-terrain conforming props...at my request the feature was added to the Find It mod to allow it to only show you non-terrain conforming items. You have to click the + button in Find It, then changed the drop down to Non-Terrain Conforming. With this selected, you'll know that all props shown will be able to be converted to PO.
Thank you so much for this detailed Tutorial on Procedural Objects Mod - I was so lost with all these options the Mod provides.
I'll now most certainly use this awesome Mod more often! 👍
Wow, I use PO a lot, definitely learned some things! Thank you for making this!
Thanks for the great video! Funny thing - I just subscribed to the PO this afternoon to try to master this mod again and immediately came across this tutorial :)
This is such a great resource, thank you for making it!
Thank you
Looking for a tutorial on PO and here he Come's with a 2+ hour video to explain in full detail how everyting works your the best and a master at What you do thanks keep it up
This is so amazing! Thank you for putting this together.
Just started using PO. This is exactly what I needed ty
You have a teaching style that is very easy to comprehend and retain. Thank you for this video!
Wow
What an effort, thank you very much!
Wow! You are an absolute legend. Wish I found this when you put it out. Amazing work.
Thank you for this extended guide!
Great video, exactly what I've been looking for. Thank you.
I'm pretty sure with the level of details you achieved here this tutorial is the best among all of them.
Can you add a "0:00 Intro" to the description? That way the timestamps will be visible on/under the video's timeline. Although the headings you added in the description might cause some odd thigns to happen
Looks fine now.
@@Akruas Great, thanks!
Thank you for all of your help, tips and inspiration. It has really helped me alot
Thank you
Incredible....sooo much knowledge... thanks for sharing!
You are the best of the best! Very clear, logical and precise! Thanks for making the video 🎉 I wish you can make more tutorial of tooling
This video changes my life, a whole year ignoring some of the most useful commands of this mod.
Imagine, using PO Is like "I have a boat". With your turorial is like "finally I find land" 😂 thanks a lot! Many easy things that I've didn't know! Superb Akruas!!
This is incredible - Thankyou!
I like how you can make good guides. It is time to make updated tutorial for IMT after 2 years 😁
As always, u r one of the best teachers for me over the years, keep up the great work :)
I've been waiting for you o open up a "class" for the rest of us. A million thumbs up!
Не человек, а ЧЕЛОВЕЧИЩЕ! Спасибо за гайд! Давно смотрю ваши видео. Всегда поражался фантазией.
Amazing work 😮😍
wauw, I been waiting years for you to do this
Oh god. You are amazing ♥️
Wow! PO Masterclass!
Brilliant video
Just a note about disappearing when out of view (this is called culling, by the way) - PO still does culling, but the way it does it is different. POs may still be incorrectly culled while in view, but under different circumstances than with the "vanilla" rendering mode. Sometimes it might actually be better to keep something as a regular asset to avoid culling. Just thought it was worth noting!
Wooo big work thx
Thanks!
Thank you :)
I want to offer you a challenge for the maximum number of people in one square without mods in Cities skylines. Apparently, at the moment the blogger has a record: "Peptar" with approximately 74k population, but he still has part of the river on the map, "unique buildings" are not used (I can be mistaken in the name, I mean buildings from the list in which there is a space elevator and something similar), he didn’t even remove the interchanges underground, not to mention the crossroads of the highways, and didn’t narrow all the roads, and I’m sure that you will probably still have a bunch of people to raise far beyond 100,000, and show all your skills! I would love to see what happens with your serious approach
Great job. i really learned alot. i seen it 4 times. half way though. i was wonder if you can do one like this with the way lut's, themes and setting work? i can not get mine to look right. some make there look like real life scale models. clear and crips. i use relight, eyecandy, or theme mixer. i have top of line cpu/gpu settings to max. thanks.
I’m going to set aside 3 hours to watch this soon. I have the mod but I’m intimidated by it. I did however figure out how to type SAVE FERRIS on a water tower last week but I don’t remember what I did to do it.
Great video my friend! I'm learning about Procedural Objects and this has helped a lot.
I have an unrelated question maybe you can help me. I used Prop and Tree Anarchy a lot but after the last update I had to update my Mods. Tree Anarchy temporary fix worked for me, but I don't have any option to move props freely. What mod do you use for this?
Thanks for the content and help.
That's great of you! And now the whole thing in German, please! Thank you very much! :-)
This video is long very - forgets to say This video is great VERY GREAT!
A 3 hour video! Nice
Finally found it! The draw function of circles. I don't seem to have this option unless the 50 or so circular surfaces I have aren't recognized by po. I tab through all my options and there is no draw . I didn't even know what it was called. As a digital artist I'm familiar with the lasso tool so I've been calling it that lol. Was this function removed from po in later updates since this video dropped?
MASTER CLASS 👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍
you're the best
hello from Russia, I watch your videos every day, you are very cool =)
9:23 I got this exact problem but it's on a vehicle from the workshop and is definetly not terrain conforming... What should I do?
Thanks Akruas, great training. My city is having 200k citizens, and I seem to have reached the citizen instances limit. The city looks deserted as a consequence: empty streets. Does anyone know how to lower the instances or increase the limit? Thanks!
a imo better workaround for the additive shader problem. I always export every single po, then reimport. It reactivates the objects, all while keeping them all in one place. One downside is how long it would take to load especially if you have a ton of pos placed in your city.this method however has worked wonderfully for me
@Akruas This is an extensive tutorial and a few things here surprised me.😻
On the other hand - I have a request - could you add chapters (timestamps) to the video for the individual functions you are discussing?
I did?
@@Akruas Indeed, they are here. It's a CZcams thing - it often loads additional options after some time after uploading. I started watching right away at 18:00, so the chapters probably haven't uploaded yet.
[For example, chat from YT live streams can sometimes appear in replay even 24 hours after the premiere of the stream].
I just wished these procedural objects still maintained their functionality.
hello, Akruas, wanted to ask why, when i place a decal and modify the shape of it the render distance doesn't apply. For example, when i place two decal's and set the render distance of both of them to 3000. When i modify one of them the render distance settings don't change but i zoom out and i can see that the one that i didn't modify doesn't fade but the one i modified does at certain height
yes I noticed that too but the results are sometimes strange and seem to change after save reload. Basically if you make the decal's bounding box larger, it "can" also increase its fading distance, regardless of the actual render settings in PO and settings in ULOD. So for example it might be a good idea if you need to make a decal tiny on the horizontal plane, to stretch it much more in the vertical volume, so it won't disappear too close. It just happens, can't turn that behavior off, so it needs some experimenting if it's a problem with some detailing project.
@@Akruas Thanks for the fast response. Glad i'm not the only one with this problem.
ho do you make different parts of a crain do different movement modules like main crane back and forth and the hook up and down?
Need to have multiple objects, so copies of the same crane, but each object will only be one part that does one movement, similar to that tank at 1:47:45, it was also one object, but I made two copies, for one I merged all vertices for the turret to only leave the chassis, and for a second object the opposite.
@@Akruas ok thanks for the reply
Děkuju, Akruas, za vyčerpávající návod. Kdysi jsem pracovala v ArConu, takže pochopit jednotlivé prvky není problém. Ale přece jen potřebuju návod, protože PO není ArCon. 😉🙂
I still dont get it how to make my PO building liveable :(
I can only build decorative cities without anyone living in mine PO buildings
Does it work with PBR textures like 8k textures?
Monu…mental! 😅🖖
14:30-ish: even explaining how to manipulate the location of the menu. This is going to be good. :D
Procedural Objects mod is not working right now. There is a transparaent wondow on the screen that cant be removed.
Woah! Two hours?
After I reloaded my save, all objects, where I turned on the "Show: Night Time Only" option are now invisible. They are there but now invisible at all times. It doesn't change anythign if I go back to the option:" Show: Always". Can someone help me?
Need to unpause the simulation for these changes to take effect.
@@Akruas I found the answer in your "Asturis Mod" collection. I didn't mention that my objects were holo's. Everything went back to normal after I enabled Additive Shader and ULOD again.
Excuse me, I don't know what I missed. Just a question, After I convert the building to PO, can I convert it back to the normal building?
1:30
When you turn your city-building simulator into Autodesk Maya:
PLEASE remove the dots in front of the time stamps. YT does not recognize them as time stamps on mobile 🥺
ok
@@Akruas very big thank you now it works 😊
Holy.........
Does it require a lot of ram?
Yes, every PO used in your city a slight amount more of ram will be used, so you can't use PO too much
It would be much better if it were recut into a number of shorter episodes. Three hours is a bit much for a tutorial.
It is possible to not watch it whole but leave and return.