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PEG CDK Tutorial 1.0.0

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About This File

This file contains the PEG CDK - Coastal Development Kit tutorial in HTML format.

This tutorial is designed to be used with any of the CDK lots that require a level shore line.

This file contains no actual lots.

 

 


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    • Dirktator

      03/20/2017

      Hi Community! We're almost there for our March goals!  I just wanted to keep the momentum going so if you are able to help, please donate and get some gifts in exchange! Thanks so much to those who have helped out this month, we really appreciate it.
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      I'm missing the reward slots for the PEG navy mod for Navy bases 3 and 4. They never seem to show up in the rewards section, even with cheats used.
       
      Help?

    • By leblanc.pat
      Ive noticed peg is down and cant find downloads for it, i still have a few on my computer...wondering if it would help to upload them somewhere. if so, tell me what to do so the stuff doesn't die.
    • By fsamuel420
      i was wondering if this is a common issue in the game... you can see the middle normal road has a nice 90 degree natural curve, now when i try to apply it to the dirt road version it doesn't work or just goes back to the normal road look. Anyone know any solutions around this?

    • By CorinaMarie
      A SimCity 4 Tutorial
       
      Cloud Oriented Region Import Method Adding Painted Streams
      by CorinaMarie@Simtropolis
      In this guide I present a method to create a grayscale image from which to render a random rolling hills terrain map that has water streams and rivers added.
      Here's a random sample of a map I created using this method:

       
      Note: The following is merely an alternative method to create a semi-realistic, fictional region map for SC4.  Before you waste any time reading this please be aware that the defacto standards for map making are: SC4 Mapper, SC4 Terraformer, and Landscape Designer.  Use them if you want something better. Also, as mentioned by @RobertLM78 in a reply in this thread there is another one by Ordio called Simcity 4 Region and Config Creator.
      However, many peeps have said they cannot run those programs on later versions of Windoze or other OS's so what I'm presenting here is simply another method by which one can make a decent map with minimal time and effort. I'm using GIMP for this guide because it's free to anyone. Any good image editing program will have the same tools I use in this guide.
      The method is quick and easy.

      Initial Steps
      1. Load your SimCity 4 Rush Hour or Deluxe game and create a new region. Name it whatever you want. For this tutorial I'll use Cloud Map. Exit the game, or at a minimum, exit the new region by opening a different region. This is so the existing config.bmp file is not in use.
      2. Create a new config.bmp file. For this tutorial mine will be 12x12 pixels. See Config.bmp: How to Make it Yours if you are not already familiar with it.
      3. Save that config.bmp into the new region folder you just made. (Overwrite the existing one.)
      4. You should now have region.ini and your config.bmp in your new region folder.

      Making the Grayscale Image
      1. Go outside and take a picture of some clouds.
      2. Load the picture into a decent imaging program.

       
      3. [Optional] Crop it if there are cloudless parts you don't want in the image. In Gimp it's the Rectangle Select Tool over in the upper left of the tools box. Or you can press R. Draw a box around the part you want to keep.

       
      Then go to the Image Menu and select Crop to Selection...

       
      4. Scale the image to the appropriate size based on the config.bmp you will be using. As we learned in @Birdin's config.bmp guide we multiply the dimensions of config.bmp by 64 and add 1. So 12 * 64 = 768 + 1 = 769. The height and width are the same since my config.bmp is 12 x 12.
      Go to the Image Menu and select Scale Image...

       
      That brings up this Scale Image dialog box. First click the little linked chain to the right of the Width and Height boxes to break the chain. This tells the program that we are not concerned about keeping the cropped selection proportional to the original image. Type in the Width and Height dimensions that you calculated in the beginning of this step. For this tutorial I entered 769 in both boxes. Then click the Scale button.

       
      5. Convert to grayscale. Go to the Image Menu and select Mode --> Grayscale.

       
      6. Export the image as a .Bmp file. Go to the File Menu and select Export As ...

       
      When the export dialog box comes up, look in the lower left for the little bitty plus sign in a box by the Select File Type (By Extension) and click it. That will open up the File Type selection box. Scroll down and click Windows BMP image.

       
      In the upper left in the name box, type in Gray 1 in front of the .bmp. Note only the name portion is pre-highlighted in blue indicating what part to type over. (Brilliant programming imo.) Remember which folder you export (save) the file to. That's indicated by my arrow in this next pic. Mine is going into My Documents. Click the Export Button.

       
      The next dialog box has some options. I simply click the Export Button. (I believe one could select the Run-Length Encoded to reduce the file size. I haven't tested that, so I leave it unchecked.)

       
      And here's what I created:


      8. Close all files. I personally do not let it save my original clouds with the cropping and changes so that way I still have my unaltered original.
      9. Close your imaging program. (Or if your comp has plenty of memory, just minimize it.)

      First Render
      (These interim steps are what I did when learning. I skip them now I know what I'm doing.)
      1. In SimCity 4, open the new region you created. Mine is called Cloud Map.
      2. Press the magic key combination of Shift+Ctrl+Alt+r. This brings up the file selection box.
      3. Drill down to where you saved your grayscale image file and select Gray 1.bmp then click Ok.

       
      4. Now wait while the map is rendered. You will see Creating New City like this:

       
      And here's our first draft render. Note that it's way too choppy. We will fix that soon. The reason I did this preliminary render is to see what part is water.

       
      Tweaking the Grayscale Image
      1. Reopen Gray 1.bmp in your image editor. We will paint in our rivers and streams before we smooth out the rough, choppy bumps. Select the Paintbrush tool and set it to Acrylic 05. Leave the size at 20 point for now. I selected Acrylic cause it adds a random pattern to the edges of what you paint.

       
      2. Click the foreground color selection box. It's right under all the tools on the left. That brings up the Change Foreground Color choices. Type 40 in Red, Green, and Blue. Yes, I already hear peeps saying: Wait, that's too dark. Stay with me on this.

       
      3. Now paint in streams / rivers. A twitchy hand actually improves the realism.

       
      4. Now to smooth out the choppiness of the hills. From the Filters menu select Blur --> Gaussian Blur... This also blends the rivers and streams so that's why I picked color level 40 (which equates to 120 meters height after rendering but doesn't count the blur merging). This'll be an area to experiment on your own based on your original cloud picture.

       
      5. In the next dialog box change the Blur Radius to 10.0. Or pick your own number. Higher numbers means more smoothing and lower ones give less.

       
      6. Export the image as Gray 2.bmp. Here's my new grayscale:

       
      7. And here it is rendered:

       
      The map is now ready to paint trees in game or load your favorite terrain and tree and other landscape related mods. Or, tweak it some more.
       
      Further Refinement
      1. Let's say I want everything to be a little lower elevation to get a bit more water. From the Colors menu select Levels...

       
      2. Then I adjust the Gamma Level to 0.85. (I derived this number thru trial and error for this particular cloud image.)

       
      3. Here's the new Grayscale image I exported as Gray 3.Bmp:

       
      4. Here it is rendered:

       
      5. And then I painted Maxis trees in every tile:

       
      Edit 2016.11.02
      I've discovered a couple new things. I started with this cloud picture:

       
      Then in GIMP I did the normal stuff outlined above and then I used the Burn Tool to lighten the banks of the rivers:

       
      And I blurred it after that. Here's the grayscale I created:

       
      Another new thing I noticed is having mods for terrain, rocks, water, and beaches already installed means the import rendering colors the region view with them so I don't have to go into each tile to do that. Here it is rendered:

       
      Then I did go in and paint Maxis trees as thick as the program would allow:

       
      ^ What I really like is the banks of the rivers seem more realistic to me inasmuch as they show the effect of previous flooding. Also my heavier use of Gaussian Blur means the map is much more friendly when using a slope mod to lay out the transportation network.
       
      Where to go from here
      1. You can alter the gray shade of your paintbrush to a lighter one and paint along the sides of the streams to create gentler slopes if you like. It's best to do that before adding the blur cause the blur does a bunch of evening out. (See my edit above. Using the Burn Tool works even better for this.)
      2. If your cloud picture has a much lighter blue sky you might want to play with brightness, contrast, or color levels to darken it before for you start any other part of the editing. Use the Color Picker Eyedropper to see what shade any given area in your grayscale is. Providing you have not installed a Height Mod with an alteration to the scale factor and/or sea level, grayscale 83 is slightly below sea level. Lower values are farther under water. Grayscale 84 is slightly above water. Higher values are then higher elevations up to a max of 255 (white).
      3. Experiment with various options in the imaging program. Render and see what you get. Learning by doing is loads of fun.
      4. Experiment with altering the moisture content as discussed here to change the ground texture appearance.
      5. Extract the Terrain Properties exemplar from Simcity_1.dat and play around with the variables there like ImageImportScaleFactor and SeaLevel or the Erosion settings.

      And Lastly
      Feel free to post your map creations in this thread. Ideally, post both the final grayscale image and then a region screenshot. Reply with what you've discovered that might be useful to other peeps.

    • By PaleoCardio
      So as a beginner, working with the real highway (RHW) puzzle pieces can be pretty daunting, especially when trying to create interchanges. As a beginner myself I wanted to construct an Avenue/Real Highway interchange, but after a lot of trial and error was unsuccessful. That is, until I cracked it.
      This Avenue/Real Highway interchange tutorial is aimed at the novice SimCity player who wants to get into the RHW a little more and needs a step-by-step approach to creating a standard, but useful interchange.
      Warning: The following post contains a lot of pictures, but hopefully will be helpful.
       
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      I decided to use the 8S starter piece. Press tab to find the correct puzzle piece. You can use any of them, but I chose to use the 8S for this tutorial. Make sure that the yellow lines are in the middle (important for direction of traffic) and place on the ground.

      Using the RHW2 from the highway menu, drag through the starter pieces and elongate the highway to the desired length. This tutorial requires a bit of space, so drag at least 30 tiles or so.
      Now go to your hole digger lots (found under misc. transportation) and choose the 15m sunken hole digger lot. Place the digger with the arrow facing away from the highway, 4 tiles out, and repeat on the opposite side of the highway, opposite the other digger.

      Starting one tile towards the highway, drag a road through the digger lot for 10 tiles. Do the same on both sides. There should now be a sunken alley.

      Using the road piece, press individually to bring the sunken level of road to the same height. This should be 2x5 tiles facing away from the highway. Once level, bulldoze them.

      Next, remove a section of the highway in the middle of the sunken holes to leave space for the tunnel.

      Choose the avenue and then place it on the sloped terrain and drag to the opposite side. If done correctly, a tunnel will be formed. Then drag the end pieces of the avenue out at least 15 tiles or so.

      Then drag the highway back by using RHW2 to form the completed highway again.

      Now we have completed a sunken avenue under a highway and with the first stage complete we can now move onto the ramps.
      Using the RHW2, move 4 tiles along the highway from the middle of the avenue.  Now we are going to create a ramp. This is a 3-step motion.
      1.     Drag out 1 tile, 2. Drag up 1 tile. 3. Drag outwards 2 tiles.
      This should build a B1 ramp. This ramp can also be found in the ramps puzzle pieces and just placed on the highway, but this is a great and fast way to place a ramp exactly where you want it.

      Next, click on the build highway and ramps button and then scroll down to the real highway wide radius smooth curve puzzle piece. Press tab until you get to the MIS-45 degree piece. The puzzle piece should be placed so it is 1 tile out and 1 tile down from the end of the ramp piece. Make sure that the yellow line is on the same side as the ramp and place on the ground. It is important to keep the yellow lines on the same side as each other at all times.

      Using tab, scroll through to the 90-degree smooth puzzle piece and orientate it with the yellow line on the same side as the 45-degree piece and place it 2 tiles down from the 45-degree piece.

      Next, go to your road/rural highway puzzle pieces. Press tab until you get to the Ave-4 type B1 entrance. Move over to the avenue and place it 6 tiles from the entrance of the tunnel.

      Using the RHW2 piece, drag from the ramp diagonally 2 tiles so it squares up to the 90-degree puzzle piece. Using the RHW2, drag from the now elongated avenue ramp to connect to the 90-degree puzzle piece. These should now connect. Now drag diagonally from the highway ramp to the top of the 45-degree puzzle piece and they should also connect. The final step is to use a filler piece (found under the highway icon). Make sure to orientate the yellow line the same as the other MIS pieces and connect the 45 degree puzzle piece to the 90 degree puzzle piece.

      Now you have a complete and finished loop.

      Go to the other side of the highway and repeat the process to create a secondary loop.

      Now the final stage is to connect the final 2 ramps to complete the interchange.
      Using the same technique earlier to create a ramp on the highway (drag out 1 tile, up 1 tile, out 2 tiles). 12 tiles from the middle of the tunnel create a B1 ramp. Drag the ramp at a diagonal using the RHW2 towards the avenue.

      Now go back to your road/rural highway puzzle piece and press tab to get to the Ave-4 type B1 puzzle piece. This should be placed at an angle so when placed it can be dragged diagonally to meet up with the highway ramp. In this instance it is 11 tiles from the entrance of the tunnel. Drag the ramps together to form a straight diagonal connection.

      Repeat the process on the other side, opposite the other curved interchange you made. There we go, hopefully now you have a completed Avenue/Highway interchange ready to be used.

      Edit 1 - as mentioned by @Jeffrey500, there are a couple of missing links that I discovered and moved further up the highway. These are an exit ramp in north moving traffic and an entrance ramp on south moving traffic. Here is a quick diagram to show how you could incorporate them to this interchange. Still learning 
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    • By DavidDHetzel · Posted
      5x5 is even more uncommon in my mind especially when it comes to custom content.

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      Neat idea, but man, this building didn't age well. :/
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      Zero7 was a very underated BAT, his texture work here shows why he should be on the pantheon of amazing BATers.
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    • By tariely · Posted
      Another keeper !  You ARE on a roll.  Thanks.
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