L.A. River Network Pack

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Author: Sully

Last revision: 6 Jun, 2022 at 09:55 UTC

File size: 142.61 MB

On Steam Workshop

Description:
L.A. River Network Pack

A network pack for the Los Angeles River – 4 width sizes and 5-6 custom segments for each size, allowing you to customize the network to your desired look. The networks match the pavement colour of your map theme, be creative and add your own decals and props. I have created additional decal packs and a water drain pipe, specifically to accompany this network pack (links below).

Please read the information below and my guide in the images above for helpful info and advice on how to use.

Includes:

  • 23 networks total
  • 4 different size widths (16m, 32m, 48m, 96m)
  • 5-6 segment types for each (standard, detail1, detail2, bridge, transition, base)


  • Networks block/contain water and act as rivers.
  • Networks match the pavement colour of your map theme, add your own decals and props (Decal packs linked below)
  • There are 2 ‘detailed’ segments which are for drain pipes/sewage outlets. I have created a water drain pipe to accompany this pack. (Drain Pipe linked below)
  • Roads can remain level with the terrain when going over the river by using the ‘bridge’ segment, the height of which is below ground level. (see guide below and in images)
  • A smooth transition into a body of water like the ocean is possible by using the ‘Transition’ and ‘Base’ segment types (see guide below and in images)
Additional Assets

The network textures are plain, they match your map theme’s pavement colour. Add your own decoration with decals and props to create your desired look. I have created some decal packs specifically to accompany this network:

L.A. Graffiti Decal Pack
L.A. River Paint Decal Pack
Dirty Puddles Decal Pack
Dirt Decal Pack
Moss Decal Pack

I have also created a water drain pipe the right size for the network:
Water Drain Pipe

Link for full collection of all assets created as part of the L.A. River Network Pack:
L.A. River Network Pack Collection

Spec

File sizes

As the texture matches the pavement of your map theme, the texture images are all just a solid white colour meaning they’re extremely low size, with all 18 images used for a network being just 99.4KB total. By using the loading screen mod will also ensure one texture set is shared with all networks.

File sizes are as small as they can be with the lowest amount of tris possible, whilst retaining the vertices needed to connect different widths and shapes of each network variation.

Main Models

Tris: between 136 – 456 tris per network (23 networks total)
Textures: 2048 x 1024 (all 9 image files are only 86.5kb total)

LOD Models

Tris: between 136 – 256 tris per network (23 networks total)
Textures: 64 x 64 (all 9 image files are only 12.9kb total)

Segment types

Info and advice on how to each segment type and when.

Standard I recommend using the standard segment on intersections of the river for a smooth junction, you’ll notice if you use either of the detailed segments on intersections, it will squash the sewage outlets when it bends on the corners. I also use throughout the river to spread out the detailed segments, which I found too repetitive if used on every segment. I alternate between ‘standard’ and ‘detailed’ segments.

Detail 1 I suggest starting by laying down the ‘Detail 1’ segment network. You’ll notice some sewage outlets end up facing the wrong direction to your desired direction of water travel, this cannot be helped by the way the networks curve. You can try deleting that segment and creating again from the other direction, but I prefer to swap these segments out for a ‘Standard’ or ‘Detail 2’ segment. (see image guide)

Detail 2 Both Detail 1 and 2 are used for water drain pipes/sewage outlets where they meet the river. I have created a water drain pipe to use and position in these sections (link above).

Bridge The ‘bridge’ segment is to be used underneath roads (or other networks) when they pass over the river. The ‘bridge’ segment height is below ground level, so when you place a road over the top of the river it can remain level with the terrain, rather than having to raise the road up and over the river network (see image guide above).

Transition The purpose of this segment is to transition the network smoothly into a body of water, like the ocean or a lake. The transition segment is to be used alongside the ‘base’ segment and any other segment (standard, detail etc). The transition segment is a slope placed between the two others, to ‘transition’ between them. An example would be to go from a ‘standard’ segment, to a ‘transition’ segment, to a ‘base’ segment. Drag out lengths of approx. 10 units for each to ensure the game doesn’t create multiple nodes along the path. If the ‘transition’ segment is facing the wrong way, then recreate from the other direction.

Base To be used alongside the ‘transition’ segment above, the base segment is the start and end point of the river and provides a clean look into a body of water like an Ocean. To use correctly, an example would be to go from a ‘standard’ segment, to a ‘transition’ segment, to a ‘base’ segment.

Recommended Mods

1. Move It – Needed to edit heights of the river to control the water level, and also to ensure a smooth transition into body of water.

2. Node controller – Helps refine intersections, especially when joining different sized networks together, such as the 96m and 32m.

3. Road Anarchy – Allows you create network segments close to each other.

4. Network Multitool – Allows you to add or delete nodes. This is useful to delete nodes near intersections if you see the terrain clipping through the river.

5. Loading mod screen – To share one texture file across all networks.

6. Theme Mixer 2 (and map themes) – Change the colour of your map theme’s pavement texture. The L.A. River networks texture matches the map’s pavement colour.

FAQ

Q: Why does my river intersection have terrain clipping showing through it?
A: Very occasionally you may see terrain clipping showing through the network on intersections, it is because there’s another node too close to the junction. Either use MoveIt to move the node further away, Network Multitool to delete it or Node Controller can help also.

Q: Why do the vertical sections of the texture look stretched?
A: Unfortunately, this can’t be fixed, I believe this is due to the texture matching the pavement of your map theme, and that the game doesn’t recognise this texture vertically (like decals). It was created this way to keep file sizes low. You can use Ultimate Eye Candy to change the shadow position to darken these areas.

Q: Do the rivers have ferry routes?
A: No, decided not to include as they wouldn’t in real life.


Please like and comment if you use and enjoy the asset.

Btw this is my first ever asset I’ve created, so I’d love to see any pictures of your creations using this network pack, feel free to tag me on twitter 🙂

Follow me on twitter @Sully_Skylines and YouTube @Sully (search Sully Cities Skylines)