Jump to content
CorinaMarie

That Unused Moisture Data View

133 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

It is (...probably) possible to add more buttons to the data view selection screen, so you don't need to replace the air pollution data view. Look at instance EA287193 in SimCity_1.dat - that appears to be the UI file for Data View. Editing it may be problematic given how it looks in iLives Reader 0.9.3 and Tropod's updated version. iLives 1.4, if I recall, renders complex UI elements correctly. It also has a nasty habit of corrupting files, so keep back ups.

The number next to "DataView Legends Key" corresponds to a LTEXT file, likely within SimCityLocale.DAT.

Edit: I should note that you don't NEED the UI file to be properly rendered in order to modify it - though that makes it easier to see what your changes are doing. Most of your time will be spent fiddling around in the data graph that makes up the UI.

  • Like 3

Share this post


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

Great investigative work CorinaMarie.  As a side note, you might want to check out the JENX weather controller and aurora controller.  These add weather effects to SC4, like rain, snow, rising/setting moon, rising/settng sun and auroras.

Apparently there was a lot of features that were put into SC4 during development but never made it into the production version.  It is up to talented people like you to discover the buried features, test them, make them useful then release them to the world.  Keep up the good work.

  • Like 3

9a5bb342.png.0e1b17a8c9297b433bc28db6f3934b10.png "You run and run to catch up with the sun but it's sinking.  Racing around to come up behind you again.

The sun is the same in a relative way, but you're older.  Shorter of breath, and one day closer to death."

Share this post


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

very nice work there corina. looking forward to more work from you.

  • Like 1

make your dreams come true... dare to dream dare to be yourself and find your own way in this life then you will be free.

Sim Mars 3 Beta, LOTR Mod.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
15 hours ago, CorinaMarie said:

There was that thread and one over at SC4D. The Devotion one supposedly has an attached mod for it, but clicking the linky at the bottom of the post simply loads the same post in a new tab. That's prolly cause I'm not a member.

Yep that's correct, you need to be logged in as a member in order to see  & download forum attachments.

 

13 hours ago, Prophet42 said:

As a side note, you might want to check out the JENX weather controller and aurora controller.  These add weather effects to SC4, like rain, snow, rising/setting moon, rising/settng sun and auroras.

 

JENX'  weather effects have no relation to moisture simulation though, they're purely visual effects.

If you want to dig a little deeper into the moisture / weather simulation, I'd recommend checking out Lowkee33's work as he at one point actually had a proof of concept for a seasonal terrain mod. Unfortunately pictures have gone missing since though irrc there're quite a few interesting files attached to various posts, so maybe create an SC4D account after all. ;)

  • Like 3

Share this post


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

    Purpose of Water Min / Max in Region.ini Resolved

    On 4/13/2016 at 8:12 PM, APSMS said:

    If the water Max/Min does anything, I suspect it has to do with moisture levels to determine how to display the terrain ...

    ^(Bold added.) You are entirely correct. *;)

    So, I created a single large tile region for quicker testing.

    Water Min = 60, Water Max = 100 :

    5960d183a318f_16_0160-10000Base.jpg.8609287fb4b34342b0d76c14a441c824.jpg

     

    Water Min = 30, Water Max = 150 :

    5960d1848af6d_17_0230-15000Base.jpg.be4d2d68388fda87d085f8b9bf549645.jpg

     

    Water Min = 60, Water Max = 200 :

    5960d18550f5d_1860-20000Base.jpg.84e7197e1b38844972a785233c1eb171.jpg

     

    January 11 Moisture, Water Min = 60, Water Max = 100 :

    5960d1860d950_19_0160-10001-11.jpg.162fb0168442b3757c9caea0e5c4c8d9.jpg

     

    January 11 Moisture, Water Min = 30, Water Max = 150 :

    5960d186e272a_20_0230-15001-11.jpg.bf38294b98a508bd39ccc25f62327680.jpg

     

    January 11 Moisture, Water Min = 60, Water Max = 200 :

    5960d1878af1d_21_0360-20001-11.jpg.ff705d0ac589ab598f28697cfceb2375.jpg

     

    July 11 Moisture, Water Min = 60, Water Max = 100 :

    5960d1885b604_22_0160-10007-11.jpg.ae1e83b4121f54b1854afefe399d4400.jpg

     

    July 11 Moisture, Water Min = 30, Water Max = 150 :

    5960d18935bc3_23_0230-15007-11.jpg.23804999d296beefb1f354865f81386a.jpg

     

    July 11 Moisture, Water Min = 60, Water Max = 200 :

    5960d189e61e6_24_0360-20007-11.jpg.98c67cdca51f76271211bf5d67ac253f.jpg

     

    Now the important aspect seems to be that changes to these two variables are only implemented during a grayscale import render. Changing them after the fact has no effect.

    I was going to wait until I had researched the aforementioned tweaks to the Labels, but that being merely cosmetic and hoping other peeps might like to play with this new option, I'm attaching my modded .dat file to this post. *;)

     

    Edit: I added it to the STEX in case any guests would like to have it: Cori's DataView - Moisture.

    Edit2: I've attached the Grayscale and Config bmps to this post too in case anyone wants the same city tile as I used in the above pics. This is not the same as I used in the first post. I made this single large tile region here for quickly doing multiple renders with the different settings in the Region.ini file. As mentioned above, the variations to the Water min & max only affect the moisture levels when the render takes place.

    Air Pollution as Moisture.dat

    One Blue Tile.zip

    • Like 3
    • Thanks 1

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


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

    It may be worth noting that the mod included on the SC4D forums (attachement) uses the mostly useless Power Data View, which is mostly obsolete because in an umodded game, we can count to 4, and in a modded game (like mine), I have power stretched over the entire city w/o power lines.

    The air pollution data view is slightly more useful. Just saying.

     

    Oh, and I seem to be wrong about terrain textures. They are placed by temperature and moisture, not elevation. Higher elevations are colder, which is why the effect seems to even out, but strictly speaking elevation is not a factor in picking terrain textures.


      Edited by APSMS  

    :-P Brain works faster than my fingers.
    • Like 1

    My MD on SC4Devotion (updated first)
    And Here on Simtropolis
    NAM Associate

    "My mother always told me, 'Elwood, you can be two things in this world...you can either be Oh So Smart, or Oh So Pleasant.'

    Well, for years I was smart. I recommend pleasant."
    -Elwood P. Dowd, Harvey

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    1 hour ago, APSMS said:

    It may be worth noting that the mod included on the STEX uses the mostly useless Power Data View, which is mostly obsolete because in an umodded game

    So, this has already been done and I'm wasting my time? :(

    1 hour ago, APSMS said:

    The air pollution data view is slightly more useful. Just saying.

    For a proof of concept I'm not at all concerned which view I replace. I can pull it in and out of my plugins for testing. :P

    • Like 3

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


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

    @CorinaMarie I'm a terrible person.

     

    I meant, the one available on the SC4D forums (under Lowkee's Terrain tutorial). Yours is the first one I've seen on the STEX. I've edited my original post to match. Sorry for the misspeak.

    • Like 1

    My MD on SC4Devotion (updated first)
    And Here on Simtropolis
    NAM Associate

    "My mother always told me, 'Elwood, you can be two things in this world...you can either be Oh So Smart, or Oh So Pleasant.'

    Well, for years I was smart. I recommend pleasant."
    -Elwood P. Dowd, Harvey

    Share this post


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

    Ill grab it tonight or tomorrow. 


    make your dreams come true... dare to dream dare to be yourself and find your own way in this life then you will be free.

    Sim Mars 3 Beta, LOTR Mod.

    Share this post


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

    And here we go again with amazing modding, by heroically dedicated modders, exploiting all what the game code has to offer. Thanks for so much!

    Now, what surprises me is that moisture is concentrated on southern-facing slopes, which is very convenient for the few of us that have regions ambiented on the southern hemispere, because most evaporation would happen on northbound slopes, more exposed to the sun.

    But for most players that locate their regions on North America, Europe and East Asia, this is very incoherent: this brings the question: is this moisture distribution hard-coded, or it could be modded to coincide with northern hemisphere regions?

    • Like 1

    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    8 hours ago, APSMS said:

    @CorinaMarie I'm a terrible person.

     

    I meant, the one available on the SC4D forums (under Lowkee's Terrain tutorial). Yours is the first one I've seen on the STEX. I've edited my original post to match. Sorry for the misspeak.

    I'll admit it was the 2nd time I went away from ST upset and crying. I felt that my post moments before yours was verifying what you said about the water min/max being related to the ground moisture content and I was also hoping my screenshots of the renders with variations to said variables would provide new insight into a previously unverified aspect of the game.

    As for which Data View I replace, I'd already been chatting with a couple peeps about moving it to radiation since that's essentially worthless to me or taking on the onerous (to me atm) task of making it a whole new entry on the UI thinger as @Mister Giggles suggested. Or just coding up 3 or 4 under different views and then whoever downloads them could pick which view to replace based on their play style.

    It just isn't my top priority right now. I do have a problem with follow through on making projects pretty. I'm more of the let's-see-what-else-I can-find-that's-exciting type.

     

    2 hours ago, matias93 said:

    Now, what surprises me is that moisture is concentrated on southern-facing slopes, which is very convenient for the few of us that have regions ambiented on the southern hemispere, because most evaporation would happen on northbound slopes, more exposed to the sun.

    But for most players that locate their regions on North America, Europe and East Asia, this is very incoherent: this brings the question: is this moisture distribution hard-coded, or it could be modded to coincide with northern hemisphere regions?

    Yeah, I believe it was some of Lowkee's work I'd read related to someone needing to alter moisture on a particular sloped part of the ground in order to plop someone's MMP tree or something. There was definitely mention about the southern sides of hills having more moisture. My guess would be this is hard coded in the game, but with my limited knowledge that's merely speculation.

    • Like 5

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    3 hours ago, CorinaMarie said:

    I'll admit it was the 2nd time I went away from ST upset and crying.

    I'm crossing my fingers that you're being tongue-in-cheek here.

    6 hours ago, matias93 said:

    And here we go again with amazing modding, by heroically dedicated modders, exploiting all what the game code has to offer. Thanks for so much!

    Now, what surprises me is that moisture is concentrated on southern-facing slopes, which is very convenient for the few of us that have regions ambiented on the southern hemispere, because most evaporation would happen on northbound slopes, more exposed to the sun.

    But for most players that locate their regions on North America, Europe and East Asia, this is very incoherent: this brings the question: is this moisture distribution hard-coded, or it could be modded to coincide with northern hemisphere regions?

    Actually, the image is deceptive due to SC4 perspective. As far as Ennedi and Lowkee were able to determine, the hydrology simulation is mostly a moisture simulation (since the dynamic aspect of that simulation is disabled), and moisture is directly affected by wind. The effect was determined to be hardcoded barring new evidence, as all efforts to change its direction were unsuccessful. Wind in SC4, using the only enabled terrain INI tables (tropical), blows from the east to the west. Thus, eastern facing slopes will be dryer than western facing ones; the wind does oscillate, which gives the appearance of dryer southern slopes, but reliably only the eastern facing slopes will be consistently dry. Others will vary depending on what appears to be the mfWindPerturbationRange variable in the Weather Tuning Exemplar. I wonder if a negative value here would allow opposite wind direction, but regardless the way it works defies logical exploitation (we would typically want the north or south slopes to have emphasized moisture/dryness, not the east/west ones).

    It would be interesting to see how much could be accomplished by DLL modding, but that is a very convoluted can of worms.

    • Like 4

    My MD on SC4Devotion (updated first)
    And Here on Simtropolis
    NAM Associate

    "My mother always told me, 'Elwood, you can be two things in this world...you can either be Oh So Smart, or Oh So Pleasant.'

    Well, for years I was smart. I recommend pleasant."
    -Elwood P. Dowd, Harvey

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    1 hour ago, APSMS said:

    I'm crossing my fingers that you're being tongue-in-cheek here.

    No, but it's my own fault. I was so excited about having discovered there is an actual use for the values in Region.ini and your post caught me off guard.

    Now, at this early stage I'm not sure what use (if any) they will have other than peeps rendering maps from grayscale could tune them more towards dryer or wetter climates. But, that's prolly also something already available in the other terrain creation tools. I don't know cause I haven't explored their possibilities yet.

    • Like 2

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


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

    To me, the first ideas are for foresting tiles more accurate and realistically, and also to populate slopes considering water availability and water related risks. This could be obviated in big cities, but in small communities or even on urban slums, that is critical knowlegde in RL, and should be when playing.

    For example, in a hilly terrain sorrounding a city (I'm thinking on Valparaíso but San Francisco is very similar), very humid, and hence forested places won't be populated soon (because to cut all those trees is a huge instantaneous investment); but too arid slopes neither can sustain population, because the houses, without access to water pipes from the city proper, must use local aquifers. So you get a distribution where slums are located on shaded slopes, but not on the forested and sometimes damp cliffs between them, nor on the flatter and arid top, where community services have to be built when the population size demands it.

    You can check how this ocurres in real life here:

    Valparaíso, Chile

    San Francisco, US

    Sendai, Japan

     

    • Like 2

    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    8 hours ago, APSMS said:

    ... using the only enabled terrain INI tables (tropical) ...

    I have always wondered if this is the reason there are max. three available seasons for seasonal flora.

    Share this post


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

    Hm, that seems unlikely. Maxis' initial use of 'seasonal' flora was to emulate tree growth over a couple of decades, from sapling to mature. Seasonal flora as we know it nowadays works, among others, because the time span has been dialed back to one year.

     

    • Like 2

    Share this post


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

    @CorinaMarie Well, my apologies. Obviously that wasn't my intention.

    Food for thought: the hydrology simulation only appears to run on terrain loading, as does the moisture simulation (values change monthly, but are calculated when opening the city). Perhaps when creating a region in SC4Mapper, this parameter could be set?

    There is another parameter in the Weather Tuning Exemplar called mMoistureVariationScale, which is described as the "Amplitude of plasma-based noise in moisture map (map creation only)". Default value listed is 40, which would be the difference between the default min=60 and max=100.

    It may be worth installing something like CP's Columbus Terrain mod (or similar; Missouri Breaks is probably more distinctive) because it has far more textures, and the moisture differences would be far more noticeable (or make an SC4D account and download Lowkee's Seasonal version of the CP mod to see something similar). Mostly, I suspect that this mainly influences the range of textures that you see at lower (warmer, moister) altitudes since higher altitude textures (really temp and moisture) tend to be mostly the same (less noticeable differences).

    • Like 3

    My MD on SC4Devotion (updated first)
    And Here on Simtropolis
    NAM Associate

    "My mother always told me, 'Elwood, you can be two things in this world...you can either be Oh So Smart, or Oh So Pleasant.'

    Well, for years I was smart. I recommend pleasant."
    -Elwood P. Dowd, Harvey

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
    Currently: Viewing STEX Restoration Tracker
     

    This is all very interesting...

    Well done, it's great to see new discoveries into the game's mechanics. 8)

    • Like 4

    Quick Links

    “SimCity 4 is not just a game, but a tool driven by our own imagination and creativity.”

    Buy me a coffee

    Share this post


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

    Oh neat, the weather simulator is actually functional, I just might have to get back to investigating that in my GZCOM framework. I'm especially curious to see if the moisture data is referenced anywhere else in the game.

    Here's a link to an animated GIF (1.8MB) of the monthly moisture cycle in the original post.

    As evidenced in the list of functions related to weather that I've found so far, SC4 also references humidity, seasons, and (as mentioned above) wind. I haven't been able to analyze exactly what's going on with these, though. I will try to get on that over the next couple of days.

     0000:00000000       cSC4WeatherSimulator::PositionToCell(float,float,int &,int &)
     0000:00000000       cSC4WeatherSimulator::CellToPosition(int,int,float &,float &)
     0000:00000000       cSC4WeatherSimulator::CellToStandardCityCell(int,int,int &,int &)
     0000:00000000       cSC4WeatherSimulator::StandardCityCellToCell(int,int,int &,int &)
     0000:00000000       cSC4WeatherSimulator::GetCurrentSeason(void)
     0000:00000000       cSC4WeatherSimulator::GetCurrentSeasonMonth(void)
     0000:00000000       cSC4WeatherSimulator::GetMoistureValueMapPtr(std::vector<std::vector<uchar,std::allocator<uchar>>,std::allocator<std::vector<uchar,std::allocator<uchar>>>> *&)
     0000:00000000       cSC4WeatherSimulator::GetMoistureType(float,float)
     0000:00000000       cSC4WeatherSimulator::GetHumidity(float,float)
     0000:00000000       cSC4WeatherSimulator::GetWindAtCell(int,int,float *)
     0000:00000000       cSC4WeatherSimulator::DoMessage(cGZMessage &)
     0000:00000000       cSC4WeatherSimulator::PostMessageServerMessage(ulong,void *,ulong,ulong)
     0000:00000000       cSC4WeatherSimulator::AddRef(void)
     0000:00000000       cSC4WeatherSimulator::FinalRelease(void)
     0000:00000000       cSC4WeatherSimulator::Release(void)
     0000:00000000       cSC4WeatherSimulator::QueryInterface(ulong,void **)
     0000:00000000       cSC4WeatherSimulator::GenerateMoistureVariation(void)
     0000:00000000       cSC4WeatherSimulator::WriteTemperatureValue(int,int,int)
     0000:00000000       cSC4WeatherSimulator::GetAmbientWind(float *)
     0000:00000000       cSC4WeatherSimulator::ReadSimulatorTunableValues(void)
     0000:00000000       cSC4WeatherSimulator::Shutdown(void)
     0000:00000000       cSC4WeatherSimulator::GetMoistureValue(float,float)
     0000:00000000       cSC4WeatherSimulator::CalculateSeaTemperatureModeration(std::vector<cRZRect,std::allocator<cRZRect>> const&,std::vector&<std::vector<bool,std::allocator<bool>>,std::allocator<std::allocator<bool>>>)
     0000:00000000       cSC4WeatherSimulator::GetNewCurrentAmbientValues(int)
     0000:00000000       cSC4WeatherSimulator::SetManualMoistureAddition(float,float,float,float,float)
     0000:00000000       cSC4WeatherSimulator::SimulateCellTemperature(int,int)
     0000:00000000       cSC4WeatherSimulator::SimulateMoisture(SC4Rect<int> const&)
     0000:00000000       cSC4WeatherSimulator::UpdateMoisture(SC4Rect<int> const&)
     0000:00000000       cSC4WeatherSimulator::DoWeeklySimulation(int,int)
     0000:00000000       cSC4WeatherSimulator::~cSC4WeatherSimulator()
     0000:00000000       cSC4WeatherSimulator::~cSC4WeatherSimulator()
     0000:00000000       cSC4WeatherSimulator::cSC4WeatherSimulator(void)
     0000:00000000       GZCOM_CreatecSC4WeatherSimulator(void)
     0000:00000000       MakeWaterAreaList(cISTETerrain *,std::vector<cRZRect,std::allocator<cRZRect>> &,uint,uint,uint,uint,uint,uint,cRZRect const*)
     0000:00000000       cSC4WeatherSimulator::RemoveWaterThatIsNotAtCityEdge(std::vector<cRZRect,std::allocator<cRZRect>> &)
     0000:00000000       cSC4WeatherSimulator::DoMonthlySimulation(int,int)
     0000:00000000       cSC4WeatherSimulator::DoCompleteSimulation(void)
     0000:00000000       cSC4WeatherSimulator::DoPostCityInit(void)
     0000:00000000       cSC4WeatherSimulator::DoMessage(cIGZMessage2 *)
     0000:00000000       cSC4WeatherSimulator::Write(cIGZOStream &)
     0000:00000000       cSC4WeatherSimulator::Read(cIGZIStream &)
     0000:00000000       cSC4WeatherSimulator::Init(void)
     0000:00000000 Abs   cSC4WeatherSimulator::GetHumidity(float,float) (.eh)
     0000:00000000 Abs   cSC4WeatherSimulator::GetWindAtCell(int,int,float *) (.eh)
     0000:00000000 Abs   cSC4WeatherSimulator::CelsiusToKelvin(float) (.eh)
     0000:00000000 Abs   cSC4WeatherSimulator::KelvinToCelsius(float) (.eh)
     0000:00000000 Abs   cSC4WeatherSimulator::GetMoistureValue(float,float) (.eh)
     0000:00000000 Abs   cSC4WeatherSimulator::WriteMoistureValue(int,int,int) (.eh)
     0000:00000000 Abs   cSC4WeatherSimulator::WriteTemperatureValue(int,int,int) (.eh)
     0000:00000000 Abs   cSC4WeatherSimulator::GetMoistureValueMapPtr(std::vector<std::vector<uchar,std::allocator<uchar>>,std::allocator<std::vector<uchar,std::allocator<uchar>>>> *&) (.eh)
     0000:00000000 Abs   cSC4WeatherSimulator::MoistureToMoistureValue(float) (.eh)
     0000:00000000 Abs   cSC4WeatherSimulator::MoistureValueToMoisture(int) (.eh)
     0000:00000000 Abs   cSC4WeatherSimulator::SetManualMoistureAddition(float,float,float,float,float) (.eh)
     0000:00000000 Abs   cSC4WeatherSimulator::GetNewWindSimulationValues(void) (.eh)
     0000:00000000 Abs   cSC4WeatherSimulator::TemperatureToTemperatureValue(float) (.eh)
     0000:00000000 Abs   cSC4WeatherSimulator::CalculateSeaTemperatureModeration(std::vector<cRZRect,std::allocator<cRZRect>> const&,std::vector&<std::vector<bool,std::allocator<bool>>,std::allocator<std::allocator<bool>>>) (.eh)
     0000:00000000 Abs   cSC4WeatherSimulator::AddRef(void) (.eh)
     0000:00000000 Abs   cSC4WeatherSimulator::DoMessage(cGZMessage &) (.eh)
     0000:00000000 Abs   cSC4WeatherSimulator::~cSC4WeatherSimulator() (.eh)
     0000:00000000 Abs   cSC4WeatherSimulator::~cSC4WeatherSimulator() (.eh)
     0000:00000000 Abs   cSC4WeatherSimulator::~cSC4WeatherSimulator() (.eh)

     

    • Like 5

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    1 hour ago, simmaster07 said:

    Here's a link to an animated GIF (1.8MB) of the monthly moisture cycle in the original post.

    Very nice! I'll edit this linky into my first post. (Tho, is it possible to double or even triple the delay between frames? It goes so fast.)

    • Like 1

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


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

    daah proper seasons in sc4 . . where's the drool smiley. . :rofl:

    Also,  maybe a good time for a reminder of Teirusu Rain Tool, since that actually does interact with the ingame water (i.e. raises water level) and I suspect it'll affect moisture as well. Unfortunately the water generated by the tool doesn't get saved but it might still offer some insights, or maybe even find a way to make it work properly?

    • Like 2

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    1 hour ago, simmaster07 said:

    Perfect! I love it. I re-edited your quote in my first post. (It didn't work as a masked link, but I did the best I know how.)

     

    And something I've later noticed: You know how it's said January is the wettest month? That is true starting on Jan 11. The pics I made are all on the 3rd of the month, so that's why it looks drier than February. ;)

    • Like 2

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


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

    Hm,  I just noticed in the gif the moisture pattern for January is distinctly different compared to the pattern during the rest of the year. Wonder if that's always the case or just an artifact due to the simulation catching up given it's year zero.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    1 hour ago, vortext said:

    Hm,  I just noticed in the gif the moisture pattern for January is distinctly different compared to the pattern during the rest of the year. Wonder if that's always the case or just an artifact due to the simulation catching up given it's year zero.

    That had just occurred to me too and I was editing the following into my post. Prolly overlapped with when you posted.

    1 hour ago, CorinaMarie said:

    And something I've later noticed: You know how it's said January is the wettest month? That is true starting on Jan 11. The pics I made are all on the 3rd of the month, so that's why it looks drier than February. ;)

     

    • Like 3

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


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

    I'm wondering if it's less connected to the day of the month than it is to the fact that these images were taken in year zero. Maybe January would look more like the others if the images were all taken after running the simulation for a year or two? I've noticed the simulation seems to take a minute after starting a new tile to "start" per say.

    • Like 2

    N0icqd8.jpg

    “The deeper I go into myself the more I realize that I am my own enemy.”  ― Floriano Martins         Member of the NAM Team

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    On 7/6/2016 at 11:46 AM, MushyMushy said:

    I'm wondering if it's less connected to the day of the month than it is to the fact that these images were taken in year zero. Maybe January would look more like the others if the images were all taken after running the simulation for a year or two? I've noticed the simulation seems to take a minute after starting a new tile to "start" per say.

    Yep. That's it exactly. Here we are on January 3, year 10:

    5960d0988ff4e_03_01-03-10Moisture.jpg.0077bf1c7a1fc2a118e3acd7478e46fc.jpg

     

    Note: I've made a few edits to the bottom of my post # 1 above. *;)

    • Like 3

    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    Share this post


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

    Let's put it this way ...

    It would be kind of unfair to other work (Lowkee33, enedi ....) and modest collaboration to some details that we will consider as something new and as already said  above  will be a little difficult that will find something that has never been done in the face the extensive number of moders who have worked in this game always seeking for just something that had never been done before.

    Of course this does not mean that the matter not will be discussed again although I think very difficult even with the help of simmaster07 that we can have enabled  something more than what already exists in the game.

    Moisture also referenced  at sea level and although there was a clear intention to allow more than a water level in the game some technical decisions for rendering the game made this unfeasible.

     

    MOISURE%2B2.gif

    If CorinaMarie permit could post something a little more graphic to illustrate.

    • Like 3

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    1 hour ago, NCGAIO said:

    If Corina permit could post something a little more graphic to illustrate.

    If you are asking for my permission you certainly have it. Take this thread in whatever direction you want to go with it.

    I know I haven't created anything original here. It was simply something I found and decided to play with. ;)


    Chance favors the prepared mind. ― Louis Pasteur  
    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

    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


    ×

    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