Jump to content
Sign In to follow this  
dmrsunz

Working with the slope mod

6 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

I would expect a slope mod to make a smooth grade from the first tile to the last. But when I drag a street/road/whatever I get a smooth grade from the first tile to about the 3rd, 4th, or 5th tile.

Once while using the Hole Digging Mods to tunnel under a rail bridge I actually got a perfect slope about 12-15 tiles long, but I haven't been able to replicate anything like that since. Am I doing something wrong or are my expectations too high?

I'm using the JCS_TunnelAndSlope Mod. I have the latest NAM but I did not install all the mods of that set. Is there a slope function in NAM that I missed? If so does it conflict with JCS's?

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

I learned just enough iLive Reader to be able to modify the values in JCS_TunnelAndSlopeMod.dat to suit me. Even then, I still need different slopes in different situations, so I have to quit out, change the slope in Reader and go back into the game.

It's a pain. I wish there was a better way. Whenever there are no other buildings around, I just use the terrain tools to manually make the slope I want. When there are buildings around, I have to use the mod and pray that it gives an acceptable result.

There is also a parameter in those exemplars called MaxNetworkSlopeChange that is beautiful. It makes beautiful slopes exactly the way I want them every time. Unfortunately this parameter causes the game to be unstable and it crashes often. So I had to change my MaxNetworkSlopeChange back to the defaults. 8.gif

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Seems to me that since there is an underlying grayscale heightmap image, there should be some way to sample Point_A cell and Point_B cell and have the program calculate a smooth transition between those values. Knowing image editing software better than I do SC4 underpinnings I'm sure it's not that easy.

    If I could EXPORT the city-tile heightmap, edit it, and re-import it...

    As it is I'm not even sure the slope mods I've installed are working. Would a road simply hug the cliff tile or fail to build altogether if the mod were not there?

    Guess I could see for myself...

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    Hi, Where can I download the slope mod. I just find the overly steep roads on hills so annoying.

    Share this post


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

    I'm a big advocate of smooth looking roads/avenues/streets etc myself and I think I uderstand what your "griping" about. Unfortunately, I don't think there's a perfect solution. Just the way the game handles terrain.

    tf923: Your approach is similiar in theory to the approach I use except I'd find it way too annoying to have to keep exiting the game, modding the values by trial and error, and then re-entering the game everythime I wanted to make a smooth incline. Ouch. However, the idea of modding the values is a good one except I only wanted to do it once. So here's what I did / do:

    I did some testing to determine for 5 meter intervals (elevation differences) between tiles to find values for the different "road types" (road/avenue/highway, etc. where I'd get a nice smooth road from top to bottom of the incline. I then made a lifter lot and a sunken lot set for 5 meters up and down (modified from smoncrie's hole digging lots). I then use road dots to smooth up to where I want the road to take the next step (use the lifter or sunken to set the next level) smooth using dots, delete the dots, and draw the road. The slope comes out perfectly everytime. 5 meter increments are small enough so I can follow the terrain (hills and valleys) fairly closely for a reasonably realistic appearance. Since the slope values are set for 5 meters, any multiples of 5 come out perfectly too. Oh yeah, almost forgot, the "terrainquery" cheat really helps here. Hope I explained this okay. Anyway, that's my approach to the problem.


    Believe in only what you can prove.

    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