Parking Garage (RICO compatible)

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Author: 220hertz

Last revision: 14 Jan, 2018 at 04:06 UTC

File size: 4.17 MB

On Steam Workshop

Description:

A functional parking garage with about 140 parking spaces.

Please have a read before you sub:
This was more or less a test to try out a building containing semi-transparencies – and by necessity several sub buildings. If you like the asset, that’s great. Thank you. But if not, for reasons I’m about to give you, that’s also fine. Now that I’m somewhat comfortable with the rotors shader, I’ll try to add it to future assets where it’s beneficial.

Firstly, the geometry count is somewhat high because of the stairwells on the front and back of the building. It’s not incredibly high, particularly for a 7×7 building – but that is something to be aware of if you’re using a lower-end machine.

The second thing to note, and this is kind of comical: when cims park on an asset they move in a straight line – that is to say they will drive upwards, into the air, and stop at their desired parking spot. And, they leave the same way. I have no idea if this can even be fixed. I have several other parking garages installed from the workshop and they all seem to have this behaviour. That’s just C:S for you. But, If anyone out there has a sensible solution to this problem, can you point me to it?

If you use the RICO mod, this will appear as a level 2 low-density commercial. Cost is 4,500. If you don’t, it will appear in the unique building level 2 category.

Asset info
Main mesh: 4077 tris
Lod mesh: 210 tris

Textures: 1024 and 128 (all maps accounted for, but no colour variations).

Sub building 1 (The semitransparent glass):
Main mesh: 70 tris
Lod mesh: 70 tris

Textures: 512 and 128

Four other sub buildings (The floors that have all the parking spots. They’re invisible):
Main meshes: 20 tris
Lod meshes: 20 tris

Textures 32 and 32 (each about 2kb each. I created them, because I didn’t trust the game to autogenerate anything.)

Props and decoration:
So, the majority of the props are on the sub buildings, all parking spaces. I didn’t count exactly how many there were, it was a pain in the butt – but there’s about 140. There are also quite a few lights in the interior of the parking garage and in the stairwell. There are a few garbage cans – and one entry point as well.

I did not draw parking lines in the texture – that was poor planning, I’m sorry. I may go back and change that at some point. It may mean attaching a dependency to this particular asset, but I think I can live with that if I find the right one. It’s either that or completely redoing the diffuse texture and all of the floor sub buildings.

About
I didn’t set out to make a parking garage. I guess no one really ever does that. I had planned on doing up some air conditioners and lawnmowers and stuff for the housing collection, but this is what happened. Sometimes you just have to go down the rabbit hole to see what’s there. I was walking by one in town the other day that had a stairwell like this one here, and I got thinking… yeah… yeah.

Errors, potentially
I’ve been testing this thing all night and it seems to work. However, if you encounter problems with it – aside from what I’ve mentioned – please let me know and I will get to fixing it, or trying to.

Also thanks to BrowncoatTrekky who gave me a hand testing things.