Overpass also has some expectations about usage, the operator talks about it here:
http://wiki.openstreetmap.org/wiki/Talk:Overpass_API#Licensing
I guess the whole population of Cities: Skylines users isn't going to use the plug in at the same time so it should not be a problem.
Another thing you should give some thought is 'paying back' the OSM community by including some attribution in the game. You are making the usage clear in the description here and on Steam, I don't have the game so I'm not looking at what you do there, but the nice thing to do is to make some sort of notice available to the user:
https://www.openstreetmap.org/copyright
(You should also eventually amend the Steam description to say "OpenStreetMap", which is the intended styling of the name (one word, no s on map))
Graphic designer here. How bout these two typefaces — similar look to yours, but with multiple weights and a big character set?
Libra (with companion Cyrillic alphabet!): http://openfontlibrary.org/en/font/libra-sans
Trueno: http://openfontlibrary.org/en/font/trueno
(Scroll down for the bolder weights)
In my opinion, you don't need dedicated maps 100% of the time. You can get 98% of what you need off of CGtextures and be just dandy, especially if you get a premium account there (access to the higher resolution stuff!). I run most of my stuff as just "pictures" through CrazyBump -- http://www.crazybump.com/ super easy to use, and pretty cheap. I'm also a huge fan of being able to use height maps to generate all of the textures with exception for the diffuse. This means that I derive my information from a height map, which results in more accurate normals, which makes a high quality normal/spec. When deriving from just a photo, you get a lot of needless noise or shadow/light information that can mess up the data that you're trying to extract for your normal map.
This process isn't entirely intuitive and can take many months to get good at understanding the language/process. Everyone works differently, everyone learns differently, but when you realize you're only dealing with pixels and maths, it gets a little more manageable.
Download link: http://steamcommunity.com/sharedfiles/filedetails/?id=425449156
This is the german Gas Station brand Rala... or is it?:P
in the Game its a Level one Low commercial growable (4x4 Plot size) Model Stats: 1024 Texture Autogenerated LoD 1144 Tris For more stuff, feel free to follow me, check out my Workshop and provide feedback and suggestions on what to do next :)
If you want to support me further, feel free to donate: https://www.patreon.com/Morsh , everything is greatly appreciated
Gladly! Thank you in advance for offering, either way!
Here's the blender file (via FileDropper.com):
http://www.filedropper.com/teeboxtestblend
Here's the diffuse texture:
http://www.filedropper.com/teeboxtestd
PS: I just did another model, of just 1 simple sphere. I re-did the seams and tried to do the same export. Model was seen fine, but same issue. Swirls the texture each time. It loads perfectly the first time when I click "continue" in Cities. It stays on the same screen, though, and it populates a distorted swirly textured image in which I have to click "continue" a second time before it registers into the "asset editor game" portion.
That's what's throwing me off. I'm uploading it into "props" and "buildings" with the same exact error on both (double click continue before it loads, distorting the render after the first hit of "continue").
For those struggling to remove lines from a .png. I downloaded the .raw file, and as I don't have Photoshop, I used the free, open-source online ripoff version https://www.photopea.com/. I opened the .raw file there, and exported as a .png. Much easier than some of the other alternatives being suggested.
There seems to be at least a little interest but nobody volunteering to get started, so I guess I'll start the ball rolling with font selection, since I can at least take a stab at that. Please throw in counter-suggestions if you have them.
Proposal for primary font: http://openfontlibrary.org/en/font/couture
Nice and chunky with lots of straight lines, so it should read well even on lower texture quality settings.
>I run most of my stuff as just "pictures" through CrazyBump -- http://www.crazybump.com/ super easy to use, and pretty cheap. I'm also a huge fan of being able to use height maps to generate all of the textures with exception for the diffuse. This means that I derive my information from a height map, which results in more accurate normals, which makes a high quality normal/spec. When deriving from just a photo, you get a lot of needless noise or shadow/light information that can mess up the data that you're trying to extract for your normal map
Awesome! That's partially what I've been conflicted with and I think you basically answered my question of, "do you use normal maps AND diffuse maps in conjunction most of the time on models, even simple ones?"
This cleared up some of my confusion. I thought to myself after closely reviewing some of your fantastic models, "how in the eff did these textures come out so well?", other than being an expert/professional, and started to look into all kinds of normal map tut's to try and figure out if that would make my textures stand out more.
> Everyone works differently, everyone learns differently, but when you realize you're only dealing with pixels and maths, it gets a little more manageable.
Thanks for the tips! I already reviewed - in profuse detail how you scaled and arranged your diffuse map for the CN tower linked earlier from the release on the workshop. :)
>Here's a link to my CN Tower scene files. I've included my PSD so you can kinda see how I work in layers. You'll need photoshop to open it, I believe.
You're the greatest. I'm going to study the shit out of these. :D Thanks again /u/justifications! There's a handful of you guys out there that are really helping me out and I do appreciate the time you guys spend on showing a novice some very basic aspects of what you guys do so well.