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Akeem J Lenoir

Adjoining City Tile Project?

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While there's an emphasis on project Orion, extending the original, preset 2k borders, I'm curious if the focus may shift to adjoining city tiles. Mechanically speaking, is it possible to add neighboring 2k city tiles anywhere on the map? This was possible on SC4. May someone explain how regions containing adjoining tiles in SC4 was possible, and why it's not possible in SC2013.... Or, if it is possible, may someone explain how?      

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We don't know how to modify the region, since those are purely controlled by Maxis. They are premade, and there is no easy/given way to edit them.

It would be possible if we could find some debug tools, and I have, but they seem to crash.

 

The WHY or HOW it doesn't work is simply because of the engine; instead of using a massive 2D spreadsheet for static calculations, SimCity is using a 3D environment to perform each function of a simulation. That, and the fact each city tile needs to be connected with pre-made regional freeway to function correctly, is why we can't really screw with the region. Even though most of the simulation is dynamic, the region is just as static as SC4: SimNation only exists in your mind. :)

 

Maybe someday.


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As Craft said.

 

However i am going to explain it a bit more (from what i have been told and know)

 

ok regions are backed during creations however due to them being backed their resource data falls under the same ID's 

so you might get something like this 

 

CitiesID = 0xfd3d2ed9(Cities) 

ForestEcoMapBrushes = 0x06f082fb(ForestEcoMapBrushes)

 

thats 2 out of them all ok now how this works is like this all the Cities For every region is under one ID (0xfd3d2ed9) 

so with that said this is a basic explanation on how the backing works the code to where it links is hidden and out of our way also most of the ecomaps are non editable or grey scale maps.

however you question was about the joining of city Boxes 

 

there is a simple but hard way to answer it no they can't be moved 

the only possible way to move it would be to go to the cities(0xfd3d2ed9) and find the region you want i.e lets say cape trinity then you might end up messing up the data because all of the tree city boxes are linked in a way 

if you do find yourself editing there position you might end up with bugs like this 

 

a7uDjuq.png

 

 

 

srV6acD.png

now that you know that i am able to tell you this once me and oppie find a way to decode the cubemaps for the regions we won't be able to do much regional wise otherwise when we do decode the cubemap we will be able to edit the grass and cliff textures etc 

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As Craft said.

 

However i am going to explain it a bit more (from what i have been told and know)

 

ok regions are backed during creations however due to them being backed their resource data falls under the same ID's 

so you might get something like this 

 

CitiesID = 0xfd3d2ed9(Cities) 

ForestEcoMapBrushes = 0x06f082fb(ForestEcoMapBrushes)

 

thats 2 out of them all ok now how this works is like this all the Cities For every region is under one ID (0xfd3d2ed9) 

so with that said this is a basic explanation on how the backing works the code to where it links is hidden and out of our way also most of the ecomaps are non editable or grey scale maps.

however you question was about the joining of city Boxes 

 

there is a simple but hard way to answer it no they can't be moved 

the only possible way to move it would be to go to the cities(0xfd3d2ed9) and find the region you want i.e lets say cape trinity then you might end up messing up the data because all of the tree city boxes are linked in a way 

if you do find yourself editing there position you might end up with bugs like this 

 

a7uDjuq.png

 

 

 

srV6acD.png

now that you know that i am able to tell you this once me and oppie find a way to decode the cubemaps for the regions we won't be able to do much regional wise otherwise when we do decode the cubemap we will be able to edit the grass and cliff textures etc 

 

Woah that looks cool! :D


- No need to fear; TheCraftKid was here.
 
I'm a proud member of SUGC!

Check out my

 

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