Jump to content
Sign In to follow this  
Heblem

How to: Make your own terrain mod

14 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Making a terrain mod is simple, just follow these steeps how i do a terrain mod in my way...

Step A: Analyze your terrain...

First you need to know what kind of terrain you'll do, if a desert, template, tropical, etc, you should have some knowledge in terrain geography, depending of what kind of terrain youre trying to "recreate", for example terrains closer to the equator are usually tropical, with a min height of snow at 5,000 meters over sea level, you should know where exactly to put the snow on, and how the terrain changes over elevation, also in earth lattitude.

Here's a descriptive example:

exp2k.jpg

I have decided to try to recreate a californian mediterranean terrain mod, which first i need to make my own textures...

Step B: Analize maxis terrain propierties...

All propiertes are sorted by the instance number which we going to use these as reference to create our terrain mod.

Download :::here::: a example colorful terrain mod that we going to use as example and reference...

with reader you can open the "Reference_TerrainMod" and look for instance propierties

exp3l.jpg

The instances has been colored as how the terrain is...

example2ez.jpg

Remember that the smaller picture is 06# to the bigger (detailed) 46# (all textures 256x256)

This table may help you to localize which instanse is located at...

colorsexample.jpg

The numbers 64, 63, 67, 61 and 60, the textures should be less detailed (for flat repetitive areas)

The numbers 63, 62, 66, 60, 61 and 65, should be used for details at the terrain

each pair numbers for example 60-61, both should use similar textures

Numbers 64, 63 and 65 can be used for snow.

Step C: Make your own textures...

At this step you should have some knowledge in photoshop or any other image conversor program...

As I said i was going to make a Claifornian terrain mod, so first i need to figure out hows the terrain by looking at this google earth/street view image...

Here how the RL terrain looks at lower attitudes (near San José, CA)

exp4.jpg

Here how the RL terrain looks at higher attitudes (near San José, CA)

exp5r.jpg

Here how at top attitudes (near Yosemite)

exp6.jpg

So i have to do 8 different texture variations, also 5 different zooms for each variations...

At lower elevation the texture will be lighty greener, at higher, drier, but at top higher kind of green (for dense forest, like Yosemite)

First make the closer textures (biggers one, 46#), each one should be of 256x256 pixels... i'll do the 460 texture (which is the lower terrain one and closer)

note: For getting textures i recommend using www.cgtextures.com, at nature or either ground textures...

i'll be using something near to the street view terrain...

Here what I get... with the different zooms alterations (photoshop skills required here)

460xw.jpg

Try the same with the other 8 series...

Download ::here:: my textures series if youre interested...

exp7.jpg

tip: when doing your textures make sure to name those as the instance reference.

Step D: Make the textures as FSH files and import them...

Using Wouanagaine's FSH converter, just scroll all images into the program, and the program will convert automaticaly all images into FSH files...

1-Open reader and open the Reference_TerrainMod.DAT file and remove all FSH and DIR files.

2-Import the new FSH file (by left mouse click, insert & compress file)

3-Import first the 460 FSH file

-Go at tools / TGI Editor

the type should be 7ab50e44

the group should be 891b0e1a

and the instance number 00000460

select in the FSH you imported...

Then repeat same process with the another file from step 2 to 3, as for the instance change it depeding of the instance number that the texture has...

Note: to type at TGI editor, use a note pad then copy paste it...

4-Once you done, save it and go test at game...

If is theres a crash to desktop, there may be some missing instances, or either mistakes you did, make sure to do all correctly and patiently...

Let's see what I got with my Californian terrain mod:  3.gif

....

exp8.jpg

Step E: Configure the controller

These are the most common propierties to configure, the beach, cliff width and terrain height

exp9.jpg

Change these values as best fits to your terrain mod... i'll change the max height to 12,000 meters... and see the difference...

exp10.jpg

... well looks kinda desert... but I like 9.gif

When doing your terrain mod dont forget to do your own water, rock and beach mod, later i'll explain how to do these, but by now just dl some off the stex...

Hope this was useful, take care...

BTW, download the terrain mod here!

enjoy!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Great job on the tuturial and the result is amazing. It's giving me an urge to think about my region, though I'm not sure how I'll figure out how to do all the varying geography (rocks and dirt) that is needed to do my goals.


sig2.jpg

The City & County of Honolulu, a City Journal based on Honolulu, Hawai'i.

mark's memory address - I've got a blog!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

OMG!! Superb Job!!! 9.gif


We, stardust, are the oddest observers of self (a.k.a. the universe).

I'm just a group of atoms typing this.

What do I know?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: Heblem

thanks all! hope this thread gets sticked, because its a tutorial!, quote>

The Omnibus would be the place for the tutorial.   It's just that every good topic can't be pinned.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

you should add snow to very tall mountains in that mod cause californian mountains get snow too, such as Mt. whitney, mt shasta, lassen peak, job's sister, job peak, and all those othersnow-capped californian mountains.


I'm writing a trilogy.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Wow nice tutorial.

Would you even be so kind to make a special terrain mod for someone like me, that is a bit computer illiterate in these things? I would be eternally grateful and would name the most precious and beautiful boulevard of my capital city after you. =)

Thank you in advance for the answer.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Minor question. When you import the FSH files, should you be immediately seeing a preview of the image, or is it normal for there to be no preview? I've tried converting my images using Irfanview and wanted to know if it's normal for this to happen or not.

Share this post


Link to post
Share on other sites

Sign In or register to comment...

To comment in reply, you must be a community member

Sign In  

Already have an account? Sign in here.

Sign In Now

Create an Account  

Sign up to join our friendly community. It's easy!  

Register a New Account

Sign In to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections