Map Theme

Environment

Affects the cubemap which is visible in the water and highly specular asset reflections. Also affects the availability of some environment-specific vanilla assets.

Terrain Properties

Textures

Folder

The folder where you should put the textures for importing is located here:

%LocalAppData%\Colossal Order\Cities_Skylines\Addons\ThemeEditor\ThemeTextures

The AppData folder is hidden by default, you can access it by copying and pasting the path into the file explorer, or pressing Windows + R and typing in appdata.

Resolution

Map theme textures are usually 1024x1024, 2048x2048 or 4096x4096.

Format

Use a lossless format like .PNG.

The game supports other formats as well, but there is no reason to use another one, it doesn't matter how much your texture is compressed or even if it's completely solid or complicated, the game will convert it to a DXT format, so the final size won't be affected by anything other than resolution.

Make sure the texture is 8 bits/channel because a 16 bits/channel image can't be imported. Do not use the "Smaller File (8-bit)" feature in the Photoshop Export As window, as that creates an indexed color image, not an 8 bits/channel one.

Grass

The main texture of grass, transparency controls how much the grass texture is affected by the grass color offsets.

Ruined

Appears near buildings, some props, networks, and hills which are not steep enough for the cliff texture to be visible. Also visible near pavement surface and can also be painted using surface painter. Also visible under sand, if the opacity of the sand texture is low enough. The opacity is usually very high.

Example of ruined texture

Example of ruined texture.

Cliff

Visible if the terrain is steep enough. Usually high opacity.

Example of cliff texture

Example of cliff texture.

Cliff Normal

Adds bump to the cliff texture. Requires a flipped green channel compared to the normal map standard .

Sand

Can be painted. If the opacity is low, the ruined texture might be visible before the sand becomes fully visible. Can't coexist with the fertile color.

Example of sand texture

Example of sand texture.

Sand Normal

Adds bump to the sand texture. Requires a flipped green channel compared to the normal map standard .

Pavement

Appears as surface paint on buildings, networks, or when painted using surface painter. Also can appear on network bridges using the bridge shader.

Example of pavement texture

Example of pavement texture.

Gravel

Appears as surface paint on buildings, networks, or when painted using surface painter. Also can appear on network bridges using the rail shader.

Example of gravel texture

Example of gravel texture.

Oil

Can be painted using the resource brush. Half-transparent by default, unless it's very bright. Can't coexist with ore.

Example of oil and ore texture

Example of oil and ore textures.

Ore

Can be painted using the resource brush. Half-transparent by default, unless it's very bright. Can't coexist with oil

Grass Color Offsets

Colors which affect the grass texture based on its opacity.

Example of color offsets

Example of color offsets.

Pollution

Appears where there is ground pollution.

Field

Appears as surface paint on buildings, or when painted using surface painter.

Fertility

Appears when painted using the fertile resource brush. Can't coexist with sand.

Forest

Appears where there are trees.

Geometry Details

2D sprites which are visible on the terrain.

Example of sprites

Example of sprites.

Grass

Visible on normal grass.

Fertile

Visible on fertile resource paint.

Rocks

Visible on cliffs and gravel.

Water Properties

Textures

Water Normal

Constantly fades between the normal and a flipped and rotated version.

Water Foam

The red channel controls the normal foam when the water is moving. The green channel controls the foam on polluted water. It's safe to import a simple black & white foam texture.

Example of water normal and foam

Example of water normal and foam.

Water Colors

Clean

Deep water.

Example of water colors

Example of water colors.

Dirty

Polluted water.

Underwater

Shallow water.

Atmosphere Properties

Sun

Longitude & Latitude

Placement of the sun.

Anisotropy

Affects the highlight falloff of the sun, and also affects the fog.

Moon

Inner Corona

Color and intensity of the small highlight of the moon.

Outer Corona

Color and intensity of the big highlight of the moon.

Sky

Rayleigh Scattering

Affects the scattering of blue light. 0 means no blue light is scattered so the sky will be black. High values mean blue light is scattered a lot, therefore sunsets and sunrises will be very red.

Example of Rayleigh scattering

Example of Rayleigh scattering.

Mie Scattering

Affects the visibility of the sun and fog.

Example of Mie scattering

Example of Mie scattering.

Stars Intensity

Affects the visibility of the stars at night.

Outer Space Intensity

Affects the visibility of the night space cubemap.

Exposure

Affects the brightness of ambient light.

Sky Tint

Tints the color of the sky and ambient light. Note that sunsets and sunrises will be tinted the opposite of this color.

Example of sky tint

Example of sky tint.

Night Horizon Color

The color of the horizon during the night.

Early Night Zenith Color

Tints the sky and ambient light during mornings and evenings.

Late Night Zenith Color

Tints the sky and ambient light during the night.

Structures Properties

Upward Road

Asphalt texture which gets multiplied by the road segment color.

Example of asphalt texture

Example of asphalt texture.

Downward Road

Unknown, likely not used.

Building Base

The texture of the underground parts of buildings.

Example of base texture

Example of base texture.

Building Base Normal

Adds bump to the underground parts of buildings. Doesn't import correctly normally, requires an image which has the X channel of the normal map gamma lifted and applied to each RGB channel, but the Y channel as the opacity. You can convert a regular normal map which has no inverted channels to this using this Photoshop action .

Burnt Building

Used for buildings which are burned down.

Abandoned Building

Used for buildings which are abandoned.

Floor

Used for fake interiors inside building windows.

Example of floor texture

Example of floor texture.

Light Color Palette

Each building samples a random color from this texture to use for window illumination during the night.

Example of light texture

Example of light texture.

Script

You can change textures, tiling and colors related to map themes ingame using this script .