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dinoman88

Delete Regional Trees?

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As it says in the title I wondered if you could delete regional trees?

 

If you can't then I think it would be a great feature to create. 

 

Any discussions towards this would be a benefactor.

 

Thanks

Dinoman 

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Do you mean Bulldozer tool can currently do this or did you mean it will eventually be able to do this? You do mean the tree's that appear through buildings and over top roadways that are currently not removable?

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Well hopefully the dream is not dead then. I did not think it did this currently. CapTon gives us hope saying it may be able to do this one day though.

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the dream is still a dream (and will prolly stay a dream) cause what really is happening with the trees outside the box is to realise there is no tree to begin with theyre painted on the texture of the regionmap 

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Chappers: I don't think the tree's are. I think it has more to do with unlocking the z-axis area's in the 3k zone like it is in the 2k zone so there is no pop through. When you lay roads and buildings in the 2k zone the tree's dissapear and I suspect the same would occur once z-axis pop through is fixed. That would remove the trees.

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im pretty sure they are, only real way to remove em would be trough the region files if you can edit those then it perhaps will be possible to remove em but still no guaranties 

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Chappers: Pretty sure that they are a painted on the texture of the regionmap?

 

Well your wrong but I could be wrong so I don't know maybe you are right. I have ploped an aiport way out in the 3k zone and it has no pop through on the z axis for some reason and removed the tree's.

 

The airport I plopped removed tree's but it also can be done with parks but I had tree's still on my baseball fields but no z axis see through.

 

Let me get those pics.

 

qRoZ6T7.png

 

As you can see in this pic, that is not the case and the airport has removed the tree's way out in the 3k zone.

 

5E1GjcF.png

 

So I suspect tree's can be removed by just placing roads and buildings like you would normally and it has something to do with z axis plop through.

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watta75: Best post I could find for information reguarding the z axis.

 

 

I dream of the day for removable tree's and no z axis plop see through in the 3k areas is gone.

 

 SUGC Team I am sure is working on this and they know exactly what to do they just have alot on their plate. It will just take time and everyone will have to be patient but

 it is sure a possibility is the bottom line.

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Sorry to say this but they are NOT removeable all regional trees are backed in the terrain and are not bulldozable or anything at all :) 

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Well somehow my 3 airlanding strips above in the picture removed trees unless I am mistaken somehow and thought they did.

 

It seems like Orion was never completly programed or finished. When you lay roads and place buildings this should remove the tree's automatically it's just not coded to outside the 2k zone.

 

not bulldozable or anything at all

 

 

 

That's just hard to except. There has to be way.

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I may not be an expert at programming but I do have an understanding of how these games are designed. The graphical user interface is split up into layers. During regular game play one can remove trees, however those trees reappear when viewed from afar, or in regional view. I get that this is because the z axis outside the 2K is fixed, therefore the trees remain. What I'm trying to get at is that the game is allowing us to remove trees within the 2K boundary. However those changes are not being registered regionally. There are two possibilities why...

A) The terrain outside the 2K is fixed. Trees removed in neighboring cities reappear, because those areas that were once 2K have become regional.
 

B) Because the game was designed to be online, the regions were divided into preset 2K plots. A regional layer was coded as to allow for integration between these plots. That way changes to plot A are registered in neighboring plots B,C,D, ETC. The programmers must have decided to prioritize key interactions between cities, and the regional GUI fell to the side (not needed for game play). Therefore the regional GUI is not complete, and was never coded to work as a seamless 100% accurate representation of neighboring cities. Now that the game is offline this problem is now an issue, the regional GUI was never fixed!

Project Orion simply expands the 2K plot to a 3K plot. Regionally the 3K boundary is not being accounted for, it still registers it as being 2K. That is why the trees remain, and also why they reappear when viewing an adjacent city. Because everything outside the original 2K boundary is being accounted for as regionally.

 

Now that I have thoroughly explained the issue, could someone please now mod the tree removal tool to work outside the 2k boundary! Like I said before everyone is attempting to get the game to automatically remove the trees. It cannot be done! However, removing the trees manually, that is a whole other issue in itself...

TLDR; Program the tree removal tool to manually remove the trees from the z-axis regionally,

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Dave is somewhat on the right track there but il explain a bit further everything outside the 2k box the terrain with its features are like a texture pulled over a grid except for the traveling paths (roads, rail etc) essentially outside the 2k box your just building in a void of space between citys cause plop points are generated by the plop generator allong roads. and thats why the tree removal tool doesnt work (we tried) there is no tree to begin with.

 

its not that we dont want it to work,but we've had several discusions on it within sugc for a while even some of maxis's devs but in the end came to the same conclusion it just cant be done.

yayie allrdy explained all this though on the orion page wich he rewrote i while back here 

to quote him  "All trees outside the default border cant be remove, because there is no tree, its a facade. Only way to remove them is to edit the region map files." Thought i had to share it here.

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OK, that's fine I understand. So how does one edit the region map files?

 

Also could regions be made with 2K plots that have no trees? And are next to one another, no facade? In theory the necessary tools and coding should already be in place, so it should be possible..

Then the regional layer would properly represent neighboring cities (no default trees). Would also allow cities to connect using regional connections. And the regional facade would be the way it is, except with clusters of cities as one plot?

Consider it project Orion on steroids... 

 

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all of that is in theory is possible except for the regional conections (cause like we said everything outside the 2k box is a facade even the next door citys :P) if we would know how to make a region wich we dont atm, they are pretty complicated to buildup a region you have to know how to activate the debug mode in simcity (wich is severaly crippled in the past by maxis with 1 of the gamepatches) to essentially make a region from scratch and then edit it with a 3rd party program (like scpak) to script the city plots into place individually but thats more of a topic wich is discussed here 

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if we would know how to make a region wich we dont atm, they are pretty complicated to buildup

 

 

The tool has been sitting on Maxis HD since release date if you wanted to know.

 

 

its not that we dont want it to work,but we've had several discusions on it within sugc for a while even some of maxis's devs but in the end came to the same conclusion it just cant be done.

 

That is bullshit and you know it. It can be done, they just dont want you to do it and Maxis will not release the tool. Maxis will not give the public the keys to the city and so it goes the game goes the way of the do do.

 

You know I have played alot of games and it seems Maxis has really crippled the possiblites and made it hard for us on purpous.

 

**** this.

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if we would know how to make a region wich we dont atm, they are pretty complicated to buildup

 

 

The tool has been sitting on Maxis HD since release date if you wanted to know.

 

 

its not that we dont want it to work,but we've had several discusions on it within sugc for a while even some of maxis's devs but in the end came to the same conclusion it just cant be done.

 

That is bullshit and you know it. It can be done, they just dont want you to do it and Maxis will not release the tool. Maxis will not give the public the keys to the city and so it goes the game goes the way of the do do.

 

You know I have played alot of games and it seems Maxis has really crippled the possiblites and made it hard for us on purpous.

 

**** this.

 

 OK hold it there what chappers is saying is right there is no way to to remove them, and as it was said before anything outside the 2K terrain is fake not real and baked anything inside it is  programed,

 

from there making our own regions i sort of know how it's done, but as chappers said we need the debug tools and that is true, and besides that even if you got version 1.0 to work with the debug tool like it was before, the tools were only placeholders and most of them needed action scripts that were ripped out before the finale build was done .

 

and fyi EVERYTHING terrain wise is backed into the game and only editable with debug builds and that means everything even the trees. 

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Danny: Well thankyou for telling me this. Since Orion mod came out I always wondered if this was going to be fixed and was kinda waiting for it to be one day. Now that I know it is not, I know hope is truly lost for this. Oh well had my fun that's for sure. There is always glassbox engine 2.0 I guess.

 

Modders: You have done some amazing things with the engine even with the limitations of the game so I applaud you all.

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