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SC4 Terrain and Vegetation

RandyE
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Based on a map of the Columbia River Gorge in Oregon, using SC4 'in-game' Terra-former, Columbus Tree Controller and RVT Coastal Mod.  Initial grayscale rendering see here.



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    • By Simmer2
      Hello everyone and tank you for reading this message.
      I'm trying to compile a comprehensive list of all rail related lots ever release in the SC4 community.
      All rail lots that have rail textures, that is. Single pieces with no textures are exempt.
      Stations, railyards, industrial lots with rail textures etc. I will be testing everyone of them to make sure they conform with RRW format. I will create overrides for the ones that do not qualify so that we could have a unified ensemble.
      Therefore I would really appreciate if you could drop a message here with links to the lots.
      Looking forward to your input in the matter.
      Kind regards.
      Simmer2
    • By 11241036
      Description
      This plugin provides you with a tree controller, that allows you to plant large forests consisting of trees mostly created by girafe. On lower altitudes, leafy trees are being planted, and the higher you go, eventually mixed forests, conifer forests, shrubby plains and meadows with flowers will appear instead. Aside from the conifer trees, all plants will be seasonal. As already announced, I've been aiming at creating a tree controller that
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      Please make sure to carefully read the installation instructions (see Readme) before just trying it, regarding which files that come with this plugin you need actually if you want to install the CETC properly.
       
      Important note: Generally, tree controllers are not intercompatible and an attempt to install multiple tree controllers may cause unexpected behaviour of the game. In the worst case, you may never be able to load any city in a particular region again until you have corrected all mistakes. Unless you know exactly what you do, stick to these two rules when dealing with tree controllers:
      Never install more than 1 tree controller at a time!
      When switching to another tree controller, always remove any and all trees planted with your previous tree controller before uninstalling your old tree controller!
       
      Available languages: Basically, the CETC adapts to any language, but the Readmes are available in English and German.
       
      Discussion, Feedback, Bug reports: Please post them in this thread:
       
      Dependencies
      BSC – VIP Girafe Trees: A long row of trees (and flowers) made by girafe are required for this tree controller:
      Ashes: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2854 Beeches: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2995 Chestnuts: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3049 Maples v2: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2809 Lindens: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2869 Oaks: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2632 Norway Maples: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2740 Common Spruces: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2945 Conifers: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2698 Subalpine Firs: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2770 Larches: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2892 Daisies: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3251 Sparaxis: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2980 Narcissus: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2964 Bushes: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2711 BSC MEGA Props CP Vol 02: Contains a few seasonally changing bushes that are part of this plugin as well.
      http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790
      Seasonal Flora Patch: If you don’t have a terrain mod or if your terrain mod doesn‘t support seasonally changing flora, you need this patch to make sure that the seasonal version of the CETC works properly (the evergreen version will work without the Seasonal Flora Patch).
      http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2612
      Note: To my knowledge, the following terrain mods do not require installation of the Seasonal Flora Patch (please feel free to tell me if otherwise):
      Berner Oberland (Gobias) Sudden Valley (Gobias) Appalachian Terrain Mod (Lowkee)  
      Credits
      Girafe, CP for creating the trees used by the CETC in the first place – without their work, this tree controller would have never existed
    • By MissVanleider
      Hello.
      My question is quick and easy with a long buildup. Question bit is below in bold for any people expert enough to have a crack at answering with minimal information
       
      I have in the past used the below guide to edit the parameters of my terrain mod, which is fantastic as without this guide i would be lost!
      In the guide, @blunder states the below:
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      If you use a 15m Diagonal Jagged Edges Mod (DJEM)and you are perfectly happy with that, you can set this to .77 and just walk away.  If you aren't familiar with a DJEM, it makes the terrain 'snap' to a nice line when making diagonal cliffs of a certain height; very useful for sunken highways and raised transit networks.  If you want to use a DJEM for 7.5m overpasses if and when the NAM team manages to fully implement that system then the value you want is .95.  Please note however that this comes with a huge trade-off where even the gentlest of slopes will become entirely rocky.  Not recommended unless you're building on a map that is flat as Holland.
      Also note that just using .77 (the 15m DJEM value) does not look the best on hilly and mountain areas.  It creates inconsistency in where the rocks appear and makes your terrain look weird; especially mountains.  So for mountain areas i like to use something between .60 and .65.  It really depends on the specific geology of your map."
      //quote
       
      I set my value to .77 which indeed works brilliantly for retaining walls / reducing the jagged edge effect but the rocks do tend to appear everywhere as mentioned and making my attempts at nature look totally horrid.
      If i change the value to .60 for my exisiting, developed tiles and then load the tiles, will this work or break my save? - I ask because i first edited the values first time before starting work in a region and after i break it, it will be too late
      Edit:
      Gave it a go. World appears to be still on its axis and cliffs look nicer. Mods, if you can kill this post, please do so.
    • By Odainsaker
      Many of us are familiar with the common BAT-making convention of increasing the scale of the heights of custom buildings by some 133%, particularly for doing real-building recreations.  Doing so offsets the visual squashing effect of SimCity 4's axonometric view, whose foreshortening is most severe and apparent on an object's height components when rendered.  This foreshortening is an inherent aspect of this type of constructed perspective view, and the effect is solely visual--a discrepancy between the abstraction of the constructed false-perspective and our understanding of what it should naturally look like.  Jasoncw's example BAT cube of 1m x 1m x 1m without any height rescaling will not look like a cube when exported into the game, but will instead look like a 1m x 1m square box that was only roughly 0.75m high.  The 133% adjustment to the height scale before rendering compensates for the height foreshortening visually perceived after rendering, so that our cube in game remains looking proportionally cubical.
      Everything rendered into the game's axonometric view will primarily have its height components foreshortened by the inherent mathematics of the axonometric view, and we commonly compensate our BATs and props beforehand with the 133% height adjustment so they don't look squashed after rendering.  However, map terrain too should also be affected by height foreshortening when it is rendered.  This is not really an issue for those making freeform maps using imported painted maps or in-game map tools where the heights of mountaintops are already chosen by how they visually appear, but what to those making real-world maps and importing DEMs with a specific target for certain terrain heights and map proportions do?  I know the game and its query tool will identify terrain with in-game elevations, and DEM grayscales can be pegged to these specific elevations, but will any of these be visually or proportionally correct after the axonometric foreshortening?
      Suppose I imported a DEM with a hill set to be treated by the game as rising 100m high above the game's sea level, and then used in-game map tools to create another hill queried as rising 100m high above the game's sea level.  Further suppose I made a BAT building that was 100m x 100m x 100m cube whose height was then rescaled by 133% before rendering so that it remained proportionally cubical in game, and this cube was then plopped into the game at the game's sea level.  Would the two hills and the BAT cube visually appear in the game to all have the same heights, or would either or both of the hills visually appear shorter than the cube?  I guess I've laid out the experiment...has this been done already, or does anyone already know what might be the results?
      I ask all this because I often come across real-world-sized maps where the elevations still just look too flat, or am working with maps where the elevation levels are not leaving me the expected visual clearances.  Part of this I'm sure is a personal bias while another part is just imperfect available map data while playing with toy-sized objects, but I wonder how much is from a need to visually compensate for the game's abstracted perspective.  Now that I am finally tinkering with my own real-world-based maps, I wonder if and how others have dealt with this.
       
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