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      March goal: We're almost there!   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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  • (SC4)。Gwaanjyut。関越。
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  1. 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.
  2. Hello everyone, For a moment I did not return to the forums because I had quite a lot to do. So to come back nicely I decided to make a video before continuing my Dahammas area. It is a video related to the creation of a pond, I hope you like it! Water : STEX - Paeng's Free Waters Rock : STEX - Murimk MMP Rocks - Pack 1 STEX - VIP RuralPack Vegetation : LEX - BSC - VIP girafe ashes LEX - BSC - VIP girafe bushes LEX - BSC - VIP girafe cattails LEX - BSC - VIP girafe chestnuts LEX - BSC - VIP girafe daisy LEX - BSC - VIP girafe elms LEX - BSC - VIP girafe feather grass LEX - BSC - VIP girafe lupins LEX - BSC - VIP girafe narcissus LEX - BSC - VIP girafe norway maples LEX - BSC - VIP girafe oaks LEX - BSC - VIP girafe poppies LEX - BSC - VIP girafe sparaxis LEX - RRP Pasture Flora Various : LEX - Mayor Mode Ploppable Livestock LEX - SFBT Craftsmen House by voltaic STEX - FrankU Heblem Sand addon STEX - Nams 48people MMP STEX - VIP AubracWallMMP It's a bit like a habit, and even if there's a mistake you have to keep going because the video is spinning and I can not do too much time. Despite that, we do not see it, but I sometimes have moments of hesitation during the video. Thank you for your comment! Thank you very much raynev1! Thank to you! Seeing elsewhere is always interesting even when one is able to do the same.
  3. 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. Step 1. Choose a real highway starter piece from the menu highway menu. 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
  4. I'm working on custom street lights for Network Skins. I developed a small code snippet that works similar to Sub-Buildings Enabler. But instead of setting the sub building property, it adds light effects to props (Street lights are just props). That means you can start making your own street lights right now (will publish the mod in less than 24h): Create a new mesh for the light. The column should be at 0|0|0, the road is located at -x Import the prop in the asset editor Set "Create Ruining" and "Use Color Variations" to false Change the category of the street light to "Road": With ModTools scene explorer (CTRL + E), use the upper search bar to search for "Road". Expand the NetCollection on the left Expand "m_prefabs" > "m_prefabs.[0] = Basic Road" on the right Scroll down to find "m_class". Press the "Copy" button on the right Now use the search bar and search for "Tool Controller" Expand "ToolController" > "m_editPrefabInfo" Scroll down to find "m_class". Press the "Paste" button on the right. "m_class" should now be set to "Small Road (ItemClass) Save the prop (write down the names you entered) Now follow the Sub-Buildings Enabler tutorial to setup the light effects xml config: crp and xml must be in the same directory (like mentioned in the tutorial) The name of the file must be "LightPropsDefinition.xml" instead of "SubBuildingsDefinition.xml" The content must look similar to this Quick explanation of the file: "Large Sodium-vapor Street Light" is the name of the prop (like the name of the main building in sub-buildings enabler) "Street Light Medium Road" is the name of the existing light effect you want to apply (here is a list of all available light effects) The effect name also defines the light color. Position and Direction define the location of the light Find light effect names with Mod Tools: Edit: List can be found here: https://gist.github.com/boformer/4197263476ba10198501
  5. So, those FLUPs in NAM really had me confuzzled for a while. I'm going to attempt a tutorial which I wish I could've found whilst I was having difficulties in learning this concept. I simply don't do well with videos as instructions and all the nicely written tutorials I found have long since lost their pictures. For all the peeps who already know these basic steps I'll ask if I'm over thinking this and how could this be improved. For peeps using NAM for the first time I hope this proves helpful. (I'm using way more pics than is prolly necessary cause I like seeing each actual step and the change which occurs.) Let's start with the thriving metropolis of First FLUP (Population: 5). It's simply a Road running East/West with a house on the west portion. A Street runs North/South intersecting the Road to the east of the house. At the north end of the Street is a farm. Using the Route Query tool we see that 2 pedestrians walk to the farm and one freight truck goes south from the farm, turns west, and drives off the map at the Road's neighborhood connection. What I'm going to do is for a proof of concept rather than a suggestion on city layout. First I bulldozed the Street connections both north and south of the East/West Road. (Bulldoze one tile on either side and leave the Road still fully intact.) Next I select FLUP from the Transportation Tools / Build Roads menu and hover it over the Road where the intersection used to be. By default it is the Ramp for underground Road. Now I tap the Tab key until it changes to Diagonal underground route under straight Road. This is a preliminary step to get to what I really want. (This part was not at all intuitive to me.) Then use the End key until it changes to Straight underground route under straight Road. (It looks like a narrow dirt path running perpendicular to the Road.) And here it is after plopping. (It now looks like a normal road with the same kind of sidewalks you get next to commercial zoning.) Going back to the Transportation Tools I select FLUP again. (It's back to the Ramp for underground Road.) I position it one square north of the Road at the south end of the Street in the empty space. Press Tab key until it changes to Street ramp connecting to underground road. Press Home key once and it rotates to the proper orientation: Now click to plop it and we see the Street going down a ramp which looks like it's going under the road. With this particular FLUP still on the cursor I moved directly south of the Road in the space between the rest of the Street. At this point I thought I could just use Home or End keys to rotate it into position, but NO, that didn't work. So, I moved south one more tile so it was on top of the Street and then it auto rotated. Next I moved it back one tile north next to the Road. And here it is after plopping: To test that it would actually allow traffic thru, I then connected the east end of the Road with the south end of the Street forming a small square with them: And using the Route Query tool we see 2 cars and 1 freight truck are now using the FLexible UnderPass. Edit: Useful tip suggested by @Mandarin(a): Use Shift-Tab to cycle thru the items in reverse order. This is especially useful if you hit Tab too many times and want to go back to a previous option. Note: This is the ideal part of a community helping each other. I was aware of this, but it did not occur to me to include it when I was writing this guide. Edit 2: FLUPs can be use as underwater tunnel too. See Ro-Bo's: How to Build Underwater Tunnel Using Flexible Underpasses (FLUPs). Edit 3: I've added a Tutorial for Road under Rail to this thread. Edit 4: Added Tutorial for Avenue under Rail.
  6. From this thread: With this thread being 8 years old, I wonder if I'm crying in the dark... That file, by thy451, speaks of the same file here at ST but in HTML version with pictures. Anyone knows anything about it ? Mod Note: Please don't re-start 8 year old threads, if you need to refer to it, start a new one with a link to the old one, I've split the topic and done this for you in this instance.
  7. How to Do It - Explain the steps to do something relating to a city-building game Season 3 - Challenge #22 - Extended (27 days) - Results Announced Here! Thanks to @CorinaMarie for the challenge idea. Make no mistake, there are many incredible contributions shared daily amongst our community. Files on the STEX, images in City Journals, and guides in the Forums and Omnibus, just to name a few. But whatever the format, there is always a process to follow. The road to reach an end product can greatly vary in complexity. From a simple custom interchange, some intricate MMP work, or a complex BAT with dazzling night lighting, along with all the bells and whistles! However quite often, particularly in the case of images, the exact creative process remains undocumented. We only see the end product, not the steps the author took to achieve the finished creation. As you've probably already guessed, this challenge is rather different than usual. Instead of (simply) creating an image or content item, we're asking you to produce a tutorial explaining the process. How do you get from A to B? Aim to make your tutorial detailed enough to include all necessary steps, while still being easy enough for other people to accurately follow. By doing so, it should be possible to reproduce the desired result, at least to a satisfactory standard. Specifications Your tutorial must be posted inside the Omnibus: http://community.simtropolis.com/omnibus/ Difficulty: It can be simple, complex, or something in the middle. If you like, you may base the tutorial around one of your own entries (image or content), produced from a current or previous Simtropolis Challenge. Include objectives at the start. What is the end goal? The tutorial should flow in a step by step format. It may be composed using a selection of text, pictures, diagrams or videos. Multiple parts (articles) may be posted if needed. Check formatting is suitable. Check spelling and grammar for accuracy. See the Possible Ideas section below for a few examples. This is an Extended challenge running for 27 days. Submission Requirements Your tutorial explains how to follow a process, and achieve a desired end result incorporating a city-building game. You may use any city-building game -- including SimCity 4, Cities: Skylines, SimCity (2013), and CitiesXL / XXL. For the purpose of voting, please check your tutorial has an appropriate title. Your tutorial must be created solely by yourself, without any assistance from anyone else. As well as the text, this also applies to any included media (e.g. images, diagrams and/or video). You may NOT enter a tutorial you've previously posted before the start of this challenge (16th December 2016). You may continue editing or adding to your tutorial, up until the start of voting. To qualify for entry, please ensure your tutorial is posted in the Omnibus, and complies with these requirements. Possible Ideas Here are a few ideas to get you started, just giving examples of ways to go about this challenge: Note: The following is not a complete list, or a requirement: How to: Create an in-game image, including any editing. Create an item of custom content (e.g. building, lot, mod or map). Execute an in-game strategy (e.g. zoning, funding). Use an in-game function (e.g. MMPs for SimCity 4). Use an item of custom content. Use a custom content tool, or other program related to the chosen game. Install or manage custom content (e.g. plugins folder organisation). Perform a technical task related to the chosen game (e.g. graphics, command line parameters, optimisation). Play the chosen game. (Just the basics!) Leaderboard Rankings A new leaderboard system is currently running for this season. This has been designed to incorporate all challenges, linking with each set of results. Each place in a challenge has points on offer -- the higher you finish, the more points you gain. Then at the end of the season, prizes will be given out to the top 10 in the final standings, with the winner being crowned the Grand Champion! This Extended challenge is eligible for the "Overall" and "Weekly & Extended" leaderboards. Full details and the current standings can be viewed in the following topic: The winner will be the top ranked entry. Reputation prizes will be awarded based on the number of entries, and the overall average rating. See this topic for more info. For this Extended challenge, rep prizes will be given for both entries, along with points for the "Overall" and "Weekly & Extended" leaderboards. It'll be really interesting to see how this unique challenge pans out. Good luck!
  8. From the album How to Do It (S3-22-E)

    Before voting, please remember to: [View the Tutorial] This tutorial is aimed towards any custom content creator who regularly, or semi-regularly has to perform repetitive tasks in the Reader or any other application. Simple text scripts can be used to quickly and easily automate such tasks. Skills learned can also be applied to any program or procedure outside of Sc4 also. This tutorial is worded simply so those with zero programming experience can complete their first script. This tutotial only covers a few of the basics. There are hundreds of more advanced functions for more experienced users. The AutoHotkey Help file is a great resource for this.
  9. From the album How to Do It (S3-22-E)

    Before voting, please remember to: [View the Tutorial] …exactly the way you want it, without the help of a slope mod. Yes, it‘s right. We’ll attempting the almost impossible: Creating a slope that looks good, exactly the way we want it, without resorting to a slope mod. The goal of this tutorial shall be: We will be (for demonstrational purposes) making an overpass with the height of 7.5m over a railway line, where the terrain rises exactly by 1.5m per city tile. (This requires making a slope that takes up 5 city tiles.)
  10. Hello skyliners, Because you Liked my video: https://youtu.be/3LqNaP5nruo with the Hypnotic tunnel and wanted to see a tutorial, then I did one and did my best to make it easy. Hope you will enjoy it and create some crazy tunnels! Cheers!
  11. until
    Voting Rules Votes may be cast by rating images inside the album. You may rate both entries once at any rating value (1-5). All votes are anonymous. We encourage you not to rate your own entry. Remember to vote on the other entry, as this will ensure the voting totals are equal. Suggested Voting Criteria Here are some ideas to help you evaluate each entry when voting: Are the objectives clearly defined at the beginning of the tutorial? How well does the tutorial explain the process? How detailed is the tutorial for the purpose of the objectives? Do the steps flow logically, making them easy to follow? To what extent do any images/diagrams help complement the explanation? How suitable is the text formatting used? The winners will be the top ranked entry after an 8 day voting period. Reputation prizes will be awarded based on the number of entries, and the overall average rating. See this topic for more info. For this Extended challenge, rep prizes will be given for both entries, along with points for the "Overall" and "Weekly & Extended" leaderboards.
  12. until
    How to Do It - Explain the steps to do something relating to a city-building game Season 3 - Challenge #22 - Extended (27 days) - Results Announced Here! Thanks to @CorinaMarie for the challenge idea. Make no mistake, there are many incredible contributions shared daily amongst our community. Files on the STEX, images in City Journals, and guides in the Forums and Omnibus, just to name a few. But whatever the format, there is always a process to follow. The road to reach an end product can greatly vary in complexity. From a simple custom interchange, some intricate MMP work, or a complex BAT with dazzling night lighting, along with all the bells and whistles! However quite often, particularly in the case of images, the exact creative process remains undocumented. We only see the end product, not the steps the author took to achieve the finished creation. As you've probably already guessed, this challenge is rather different than usual. Instead of (simply) creating an image or content item, we're asking you to produce a tutorial explaining the process. How do you get from A to B? Aim to make your tutorial detailed enough to include all necessary steps, while still being easy enough for other people to accurately follow. By doing so, it should be possible to reproduce the desired result, at least to a satisfactory standard. Specifications Your tutorial must be posted inside the Omnibus: http://community.simtropolis.com/omnibus/ Difficulty: It can be simple, complex, or something in the middle. If you like, you may base the tutorial around one of your own entries (image or content), produced from a current or previous Simtropolis Challenge. Include objectives at the start. What is the end goal? The tutorial should flow in a step by step format. It may be composed using a selection of text, pictures, diagrams or videos. Multiple parts (articles) may be posted if needed. Check formatting is suitable. Check spelling and grammar for accuracy. See the Possible Ideas section below for a few examples. This is an Extended challenge running for 27 days. Submission Requirements Your tutorial explains how to follow a process, and achieve a desired end result incorporating a city-building game. You may use any city-building game -- including SimCity 4, Cities: Skylines, SimCity (2013), and CitiesXL / XXL. For the purpose of voting, please check your tutorial has an appropriate title. Your tutorial must be created solely by yourself, without any assistance from anyone else. As well as the text, this also applies to any included media (e.g. images, diagrams and/or video). You may NOT enter a tutorial you've previously posted before the start of this challenge (16th December 2016). You may continue editing or adding to your tutorial, up until the start of voting. To qualify for entry, please ensure your tutorial is posted in the Omnibus, and complies with these requirements. Possible Ideas Here are a few ideas to get you started, just giving examples of ways to go about this challenge: Note: The following is not a complete list, or a requirement: How to: Create an in-game image, including any editing. Create an item of custom content (e.g. building, lot, mod or map). Execute an in-game strategy (e.g. zoning, funding). Use an in-game function (e.g. MMPs for SimCity 4). Use an item of custom content. Use a custom content tool, or other program related to the chosen game. Install or manage custom content (e.g. plugins folder organisation). Perform a technical task related to the chosen game (e.g. graphics, command line parameters, optimisation). Play the chosen game. (Just the basics!) Leaderboard Rankings A new leaderboard system is currently running for this season. This has been designed to incorporate all challenges, linking with each set of results. Each place in a challenge has points on offer -- the higher you finish, the more points you gain. Then at the end of the season, prizes will be given out to the top 10 in the final standings, with the winner being crowned the Grand Champion! This Extended challenge is eligible for the "Overall" and "Weekly & Extended" leaderboards. Full details and the current standings can be viewed in the following topic: The winner will be the top ranked entry. Reputation prizes will be awarded based on the number of entries, and the overall average rating. See this topic for more info. For this Extended challenge, rep prizes will be given for both entries, along with points for the "Overall" and "Weekly & Extended" leaderboards. It'll be really interesting to see how this unique challenge pans out. Good luck!
  13. Hello skyliners, This is Cities Skylines tutorial on how to do draw fast lines on your roads and how to make them look better! Here you can find the list with MODs and assets that I used to do so: MODs used: MOVE IT: https://goo.gl/p3IRFf (this MOD allows you to move any asset and road or to copy them) PROP LINE: https://goo.gl/vkETBB (this MOD allows you to place props in different type of shapes like straight lines, curved lines, etc) SEARCH BOX: https://goo.gl/l30pU7 (this MOD allows you to search in your inventory of assets) PROP ANARCHY: https://goo.gl/NYfgsa (this MOD allows you to place props on the streets) Assets: ** the lines and arrows that I used are from the vanilla game so you don't need to download them, but you can find them with the help of the SEARCH BOX MOD: BIKE MIDDLE - the little line ARROW - you can find all the arrows for streets Cheers!
  14. First off, you will need an image editing application, MS Paint is really not ideal, if you want a free application, your best bet is GIMP which is open source. In addition, you will need a copy of GoFSH, "the Swiss Army Knife" of SC4 texturing: Since I have textures all over the place, I've put together a small repository (attached). Using GoFSH, a lot of the work can be automated. Don't mess with the directory structure of the texture repository, extract it as-is or you'll quickly run into problems. Because I'm responding to a user request from @Handyman, I'll focus briefly on how to remove the manhole/grilles on these textures. But you could edit these in many different ways, depending on your requirements. Using the supplied script, select the "Run Script" option in GoFSH, it will re-compile a ready-to-use override DAT, with minimal effort. You simply need to edit the textures beforehand... in fact, it's easier than that for about 90% of them, thanks to something called Definition Alphas. In the example above, it shows a "texture pair". The imagine on the left is the SC4 Texture (Straight Road FLUP), the image on the right is the Definition Alpha. It's easy to identify them, the first ends in -C0.bmp, the latter in -D0.bmp. See the small white holes on the edges (circled in red - far right)? The white parts are ignored (i.e. it doesn't modify that part of the texture), which you need to change. Just edit the D0 texture and fill that gap with the correct colour, Green for Sidewalk or Cyan for grass. When you run the script afterwards, it will replace the grates with sidewalk instead, without any further effort. Just be careful to get the right shade, these are based on RGB values: Green = 0,255,0 Cyan = 0,255,255 This might sound more complex than it is... but you just need to use the Eyedropper tool (or equivalent) to pick up the colour from the existing image. This works when the gill covers the sidewalk/grass area. But for some textures where the gill is part of the texture itself, you'll need to edit the actual texture to remove it. Is essence, find a texture without the grill in that spot, place that over the original as a new layer, remove any excess parts you don't need on this layer, and save the new file. NAM FLUPs Repository.zip
  15. Hello everyone, Tonight a short 13-minute video to show the construction of a river. I made this video because the previous one was too accelerated. There is nothing new, the video will seem just slower! Good viewing! Rock : STEX - Murimk MMP Rocks - Pack 1 STEX - Murimk MMP Rocks - Pack 2 STEX - Paeng's Free Waters STEX - Rock 'n' Stones Vegetation : LEX - BSC - VIP girafe berries LEX - BSC - VIP girafe bushes LEX - BSC - VIP girafe cattails LEX - BSC - VIP girafe chestnuts LEX - BSC - VIP girafe elms LEX - BSC - VIP girafe feather grass LEX - BSC - VIP girafe honey locust LEX - BSC - VIP girafe lupins LEX - BSC - VIP girafe norway maples LEX - BSC - VIP girafe narcissus LEX - BSC - VIP girafe rowan trees LEX - BSC - VIP girafe sparaxis LEX - RRP Pasture Flora STEX - Logging Set STEX - Aesculus MMPSeasonal flora STEX - VIP orange Fagus MMPSeasonal flora Water : STEX - RFR Plopwater Pack Various : STEX - FrankU Heblem Sand addon STEX - Nams 48people MMP STEX - RFR Deers and Wild Boars Thank you for your comment! The grass that I use is a personal mod Girafe manufactured for me, I talk to him can be shared. The titles of the tracks are available in al description of the video on YouTube! - 00:00 BrunuhVille - Winterwolf - 05:26 Jon Henrik Fjällgren - Jag Är Fri (Manne Leam Frijje) - 08:30 Omnia - I Don't Speak Human For trees is this mod: Logging Set , in the rocks are main these: Murimk MMP Rocks - Pack 1 , Murimk MMP Rocks - Pack 2 and Rock 'n' Stones . Thanks you Hellken! Thank you for your comment! ^^ Tkanks you CorinaMarie! Thank you very much, glad you like it! Here is the link if you want to download my Plugins folder: link removed You're welcome! All mods are in French, I translated everything, remade all the descriptions and all images of the lots. Everything is sorted by category. The folder 1.2. not translated yet and there is still a lot of new image. I will soon (that is why it is written "à faire" EN: "to do"). The NAM folder (3.1.) Is not touch in order to leave intact for the reading direction of folders inside of it. Folder 3.2. about the airport is not changed either. Because it contains a lot of items and they are never used much. The RCI areas (4.1. / 4.2. / 4.3. / 4.4.) Are sorted by type and wealth. Then the 5.1. and 5.2. files. are dependencies and mods that affect the gameplay. The lots that are modified are those that can "plopper". As for the police buildings, fire, schools, monuments, etc ... The other lots ("growable") are not changed. Warning: If you would like to use all my plugins folder as is, you must imperatively keep the order of numbering of file as they are (1.1 to 5.3.)! Sensitive files are 3.1. to 3.6. (Transport). Inside thereof they still have a multitude of mods (z_mod) sorted to size. For those who understand French, see also this page about my plugins: FR - ToutSimCities - My plugins (subject: R.C.D.) , If you do not understand French, the images will be easy enough to understand I think. If you have any questions about Plugins, please contact me by message. Good fun! I am happy to read your comment. SC4 is the master of city-builder, CS can not beat it, even if it is good. I can only encourage you to start SC4 and to a CJ! Thank you!
  16. Hi guys. As you know, adding a normal map can really help adding detail to a model without using more polygons. There are lots of free and paying progs around to help you creating rormal maps for your models, or help you converting a black/white map into a true RGB map. There is ONE point that I hope most modelers are aware of, and if they're not I hope they'll now take this into account. You HAVE to invert the red channel of the normal you make or the generated shadows will be wrong. Here are some pictures to show you what's happening (thanks to GULA for them ) First here's a normal map: the right part of it has had its red channel inverted Let's look at it applied to some building ingame : The light is coming from the left. Now look at the left building and you'll notice something weird. Yes, the shadows are left/right inverted. The dark parts are on the left and light ones on the right. This is because CSL does not use the standard normal map setup. Then, in order to get the right results (like on the right building) you MUST invert the red channel of your normal. Some normal map softwares offer the option (NormalMap online does) some others don't, for those you'll have to manually do it in photoshop. (if you're not sure of how your software handles the red channel, do some test like the one above, but it looks like most industry standard software will request this inversion). It looks like most workshop assets use bad normal map settings, and I'm not even 100% sure all vanilla buildings are correctly made ... but now that you've read this, you've got no excuse for doing it wrong anymore. Thanks for your attention, enjoy the game, enjoy building stuff.
  17. Hello everybody, Today I post a video tutorial on the roads. often compliment me about my road (MMP) and ask how to do it well. I hope that it will meet the expectations of some people. I wish you a good viewing! See you soon for future new updates will happen soon! Rock : STEX - Murimk MMP Rocks - Pack 1 Road : LEX - RRP Draggable Paths ChrisAdamas3997 STEX - FrankU Heblem Sand addon STEX - VIP Carpack vol1 STEX - VIP Carpack vol2 STEX - VIP Carpack vol3 Vegetation : LEX - RRP Pasture Flora LEX - BSC - VIP girafe ashes LEX - BSC - VIP girafe bushes LEX - BSC - VIP girafe chestnuts LEX - BSC - VIP girafe feather grass LEX - BSC - VIP girafe lupins LEX - BSC - VIP girafe maples v2 LEX - BSC - VIP girafe narcissus LEX - BSC - VIP girafe norway maples LEX - BSC - VIP girafe oaks Various : LEX - Les Murets de l'Aubrac Orange TSC STEX - Bikes STEX - Nams 48people MMP STEX - VIP AubracWallMMP STEX - VIP RuralPack Thank you! Excuse me. I put the links of all MMPs used in this video. Thank you! Thank you! What is ASAP? Thank you for your comment! The speed of the video is x2.05. So I had about 20 minutes IRL to create this scene. Thank you Silur! Thank you for your nice comment! It takes a little practice at first to build straight roads. But one learns quickly! Thank you TekindusT! Thank you for your comment! Anything is possible with SC4! We learn new things every day, me too! Thank you. MMP routes have advantages, but also disadvantages. Everything depends on the context of their use.
  18. is this tutorial works? VIDEO
  19. Have you wanted to have a new type of building in the game? Do you want some kind of overhaul or addition in the game? Would you consider D-I-Y modding projects to solve your problems? If you do, take an interest in SimCity (2013) modding! New Information - First lesson of the new year will be released on January 6, 2015! Mark your calendars for education! Guide Information - You will learn the basics of SimCityPak and how to modify objects and properties in the game; in fact, you'll learn how to think like a programmer and learn how you are really one when modifying the game. When you complete a course, a new piece of knowledge will enlighten you about the mechanics of SimCity and why and why not Maxis and/or modders haven't conquered supposedly easy requests. If I haven't answered your modding needs in The Guide, you can always PM me for specific information! I might even tell you things I probably wouldn't have mentioned in The Guide! Guide Format - Each course will have multiple lessons which explain, in-depth, what I will teach you, how it will be taught, and why I am teaching you such things; for example, I would use an opening sentence such as, "By understanding the property types and contents, you will understand the capabilities of SimCityPak." In fact, that might actually be one of the opening sentences... Courses should be divided into different posts, but lessons will just be separated into headed sections with bold labels. Every course will encourage you to explore what I explored, and some will ask for you to create a mini-mod as a challenge! I just know you'll learn a whole new love for the game! Guide Content - Course I - Preliminary Nonsense (Things You Must Do) - The Left Column - The Primary Interface - That Bar on the Top - [Packages] - Objects - Properties - TGIs The Process of Change - This is really easy! - Or maybe not... - Don't crash your buddy! Simtropolopolis - Sharing is Caring - Ignorance isn't strength. - English, Sminglish. Packaging the World - Secret Information - SimCity_Game.package - SimCity_App.package Course II - Existential Quantifiers (Some Things to Learn) Scripts and Such - How do these work? - Overhauls and Reworks Points of Plopping - What's in a snap point? - Click click click click click PLOP - Mystery properties Inside the Package - Dependencies, dependencies. - Naming and the Community Paving a New Path - Mechanical Genius - Father Maxis - Introduction into Xoxideland I Mass Integration - Scripts files - Regular files - Unknown properties - Where most of you will stop Course III - Universal Quantifiers (Everything Else to Know) Xoxideland I - What's in a Path? - UDoNs' Parents - Filetyping Xoxideland II - Behold the MagLev! - Highway Dilemma - Bi-Level Madness Building Buildings - Danny5021's Mastery - Maxis' Resources - A video?! Course IV - Extraterrestrial Modifers (Things Not of This SimCity) DLC World - Master Planning - Master Modding - Master Packaging Expanding with Packs - Cities of Yesterday? - What's the difference? Resources - SimCityPak, which is sort of needed to, um, modify packages in SimCity. (Just click the big, purple "download" button on the right side of your screen.) Answers to Questions - When will each course come out? - When I can. Why are you doing this? - I am fascinated with SimCity, and I know the simulation is a superior one for its time. I became hooked to SimCity 4, and when the reboot came out, I knew this generation would know the fun of design in a modern game set to wow anyone with cities. You're a novice, though. - I don't see anyone else making a documented modding tutorial, except CapTon; besides, I like challenges, and I know I will learn a bit in the process. Acknowledgements - Xoxide101 gave me much, gave SUGC much, and gave the whole community much. Jeff provided everything from moral support to individual mod questions. He started the community, so why not continue it for him? He did mention something about "[wanting] to retire, but [we] didn't let [him]." Oppie, for God's sake, created SimCityPak! Most of us wouldn't have stayed without the starting action of this man! It was a simple experiment which created our reality, and everyone who uses mods should be thankful of the guy which supplied the tool to do so! SUGC, the founding force of modders for SimCity, gave me the inspiration and dedication for giving the gift of knowledge to the community. We all just wanted to push through all of the hate over the launch and
  20. Note: I'm using Blender 2.73 because the FBX import is broken in newer versions. Make sure that you use the same version! Right now I'm experimenting with the game engine to create realistic tree assets (with working shadows). Today I experimented with normal maps for trees and bushes. It turned out that the technique I used is also great for rocks. The idea: Create a low-poly model and use the normal map to add more details. The normal map affects how shadows are rendered, which creates the effect of extra geometry. You can also smooth the shadows so that you you don't see the single triangles (e.g. you can create a icosahedron that is shaded like a sphere). Here is the result of my experiment: When you zoom in very close, you can see the actual triangles (160 in total): To create these complex normal maps, you have to create a high poly model of the asset. The good thing: We can use a modifier to create a low-poly model automatically. I will not explain in detail how to model a bush or a rock. This is how I did it: Create a new "Ico Sphere" with 5 or 6 subdivisions. Then use the proportional editing tool with different radii to deform the sphere. Then use the "Displace" modifier with a generated "Clouds" texture to create a rough surface. Apply the modifier. You can also do it multiple times with different Cloud sizes. In the last step, make the shading of the faces smooth (select all triangles, click marked smooth button in Shading Tab). Here is my high-poly model (19k triangles): When you are happy with your model, go into object mode and duplicate it with SHIFT + D, then press ESC to keep the duplicate in the same position. You can rename the duplicate to "low-poly" if you want. then hide the original high-poly model (click on the open eye in the outline on the right). Apply the "Decimate" modifier to the duplicate. This will reduce the poly count. Move the ratio slider until you reached a decent poly count: Then select all triangles in edit mode and set the Face shading to "Flat". Update: Actually it is better to set the shading to smooth This is my low-poly model: Go to edit mode. Set some seams in the bottom of your asset (Select Edges in Edge Select Mode, then click the "Mark Seam" button). This will help the unwrapper to unwrap the sphere: Select all triangles. Now unwrap the low-poly model (Press U, then "Unwrap"). If the triangles in the middle are too small, enable proportional editing and scale them up a little bit: I used a very simple green diffuse texture. You can also use a rock texture, or leaves with transparency. Now everything is ready for normal map baking! Make the high-poly model visible again. Both models should be in the same place. First of all, create a new texture blank in the uv/image editor. Name it "normal". Go to object mode and select the high-poly model. Then select the low-poly model while pressing SHIFT. The detailed model will have a red outline (selected), the low-poly model an orange outline (active). Make sure that the empty texture is selected (=displayed) in the image editor. Now find the "Bake" section in the properties panel on the right. Select "Normals" bake mode and enable "Selected To Active". Then press "Bake". Blender will render a normal map on the empty texture. It takes some time. Little Side Note: With the Baking tool you can also do other interesting stuff: Add ambient occlusion to your models, automatically bake LOD diffuse textures etc. You can also use it to bake textures and shadows from extremely high-detailed building model to a model with reduced poly count (detailed game model). Save the generated texture as png. Mine looks like this: Also save the model you created in the Skylines Import directory. Export only the low-poly model (select only the low-poly object if you are using my export settings). Also put the diffuse texture into the Import directory. Here are the correct .fbx export settings: Now we have to solve one last problem: The normal map generated by Blender is different than the one needed by the game. We have to invert the red channel. Import the texture in GIMP. Create a new empty layer and place it behind the texture. Fill it with the color #8080ff (neutral normal color). Now select only the red channel in the Channels window of gimp. Then select the layer of the generated normal map and use "Colors" > "Invert". It should only invert the red channel. Then save the normal map in the import directory. My final normal map: Now import your asset. Done!