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CorinaMarie

C.O.R.I.M.A.P.S. - A Tutorial for SimCity 4

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Amazing method Cori! It looks like i could use this method to create come really good mountains for future map. It looks like it's 100% guaranteed to work, and that's something a lot of people could get behind. Is this the method you use to create maps? (I just can't build w/o flat terrain tho.)

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  • Original Poster
  • 1 hour ago, TheLynx99 said:

    Amazing method Cori!

    Thank you! Thank you! It does my heart good to hear that. :)

    1 hour ago, TheLynx99 said:

    Is this the method you use to create maps?

    Yep. So far it's the only method I've used, however, my earlier ones were not nearly as refined. I just recently came up with the idea of the Blur to smooth out the choppiness.

     

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    Great work with this tutorial. Just had a read through and it looks like a very cool method for map creation. I'm sure it could lead to all sorts of possibilities -- using different images and techniques, etc. It does have an element of randomness, which would make each map unique. Maybe this could also form a possible challenge idea for next year... :golly:

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    Good work, this tutorial is easy to read, follow and understand.  I think the method you've described actually allows a lot more creativity than the map making programs, it puts the user in the front seat, from selecting a picture or photographing one, to then manipulating the image to make it useful, and finally adding their own creative touch by adding rivers/streams.    So in the final result, the region one plays really is their own.   The element of randomness is as natural as what I think is normal in any creative process.   

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    This is a really neat and resourceful idea. I'm not very creative/artistic so I could never come up with a landscape that was convincingly realistic on my own. Grayscaling clouds actually makes for a pretty natural-seeming geography. Thanks for sharing!

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  • Original Poster
  • Thank you all for your kind words and for the Likes on my first post ! :blush:

    I just now edited in a Further Refinement section near the end of post 1 which addresses changing the overall elevations of the map with a few simple mouse clicks.

    Also, feel free to post samples of what you make using this technique. I'd love to see what everyone else creates. ;)

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  • Original Poster
  • On 28/08/2016 at 11:26 PM, Benvoliorus said:

    Simple and brilliant like any genius thing!

    IKR! *:D Er... Wait. I mean, D'aww, thank you. *:blush:

     

    So, this morning these clouds were begging to be shot as the Sun was waking up:

    33-P9010008.jpg

     

    I did the following in GIMP:

    1. Cropped to get rid of that telephone pole and wires.
    2. Converted it to grayscale.
    3. Scaled it to 769 x 769 pixels.
    4. Adjusted Contrast to +15.
    5. Added Gaussian Blur of 10.0.
    6. Rendered in game.

    And here's what it looks like:

    34-Black-Clouds-RVx.jpg

     

    Then I painted Maxis Trees all over it:

    35-Black-Clouds-RVT.jpg

     

    I'd love to see what other peeps create using this method. Post them in this thread. *;)

     

    (I've attached the Config.bmp and my final grayscale in case anyone would want them.)

    config.bmp

    Gray 3.bmp

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        Nice tutorial , It is somewhat like what I did a long time ago (not the tutorial , but a map . For personal use ) That was three PC's ago or I would have posted an image . I used MS Paint and Landscape Designer . Your tutorial is straightforward and easy to understand , even a dork like me could follow the directions and have a new map to play SC4 . Nice job and the maps turned out pretty good too . You have inspired me to pull out the old camera and give it a try . :thumb:

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  • Original Poster
  • On 18/10/2016 at 2:16 AM, Yum said:

    I made a map!

    Very nice! And when I saw your water was not default Maxis I wondered if you entered every tile to update it or if that happened automatically. So, having finished my Terrain Shoppe, I decided to do another map.

    I discovered another cool thing to do when editing the grayscale image. Use the Burn Tool to improve the river banks. (See my edit near the bottom of post 1 for details.) Here's what I created:

    31_40-P9280003-3-08-RV.jpg

    32_41_45-P9280003-3T-RV.jpg

     

    *:)

     

    Edit: Per @BugeyedDragon's request, I've attached the grayscale and my config.bmp to this post. Note that I'm not using any height mod so the default scale of 3.0 is how mine was rendered.

    P9280003b Gray08.bmp

    config.bmp

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    4 hours ago, CorinaMarie said:

    Very nice! And when I saw your water was not default Maxis I wondered if you entered every tile to update it or if that happened automatically.

    Thanks!  Yeah, you know, sometimes the rendered tiles sow up automatically on the region map, sometimes I have to go into the tile and exit before it shows up as not a plain tile in region view, and I've even seen a few times that some tiles are rendered while others are plain.  However, when the tiles do show up automatically as rendered in the region, they do show up with the correct water mod already active, so I don't have to go into city view.  I know you know which mod I use, but for everyone I haven't told yet, that's Pegasus' Hawaiian Holiday water mod and HD White Sands beach, found in the Water Shoppe and Beach Shoppe respectively.

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    Hi Cori

    As I was writing up that tutorial/custom content article I looked up your map making thread here.  Good Grief how did you make the leap from clouds to map making. :???:

    because the connection is so obvious (not!)  As someone else said "genius" idea .  This is such a unique way of making maps I thought I would try my hand at it. However I am quite clueless about that config.bmp file....

    Currently just started a downloaded map with 8 medium tiles that has flat terrain along with mountains and rivers.  I tried others but they were either too "lumpy" or very large city tiles, and since I play rural/small towns/farms not appropriate for me.  Your cloud map making has possibilities I would be interested in pursuing.

    So, attached is a picture of  the green sandbox region, medium tile size, I use.   I've been terraforming the tiles as I need to for my towns/farms and the medium tiles are the right fit for me.     Can I copy over the config.bmp file to the new region I create with your method?  And can I change the size from 16 tiles to perhaps 8 medium tiles...Sorry I'm in the dark about how to actually create the config.bmp.  

    I need the "dummies" instruction version.:rofl:

    Hope you or someone else can direct me to the appropriate thread/instruction so I can read up on the "How To Do This" otherwise your instructions are very clear and easy to follow.   I'm just not computer savy enough to "get it".

    Green_Sandbox_Medium.jpg

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  • Original Poster
  • On 09/11/2016 at 9:06 PM, BC Canuck said:

    Good Grief how did you make the leap from clouds to map making. *:???:

    It started in this thread. Where I made this map:

    42-13-CL2.jpg

    And at the time I was really happy with it. Then @T Wrecks gave me some good advice in this post (same thread). So I subdued the choppiness a bit and made this map using clouds:

    43-Clouds-11-RV.jpg

     

    Then a couple months (and several maps later) I had an inspiration to add Gaussian Blur and I re-did that first map and made this one:

    44-CL2.2-RV.jpg

     

    Then a couple weeks later I wrote this tutorial. Next I started using a Slope Mod trying to make more realistic looking cities and I found even the map above was tedious to work on. So then I had another inspiration and came up with using the Burn Tool along the sides of the river banks and applying a lot more Blur. That's when I made this map (also pictured a couple posts up):

    32_41_45-P9280003-3T-RV.jpg

     

     

    On 09/11/2016 at 9:06 PM, BC Canuck said:

    I play rural/small towns/farms

    Me too! Here's one of the tiles in the above map:

    46-Mosquitoville-Yr-201.jpg

    It's still a work in progress as my imaginary story line is the farms were laid out somewhat haphazardly except for the roads that will connect the tiles. No thought is given to where bridges will go as that's centuries in my Sim's future. Once I've filled my region with these farms and illiterate Sims, I'll then begin small centers with some industrialization. Public outcry over the pollution to their once pristine air will result in an elementary school and a move toward manufacturing. Right now I'm playing just for the fun of creation. I've already proven to myself I can handle the vanilla income vs cost and build bigger stuff, so now I'm playing more as if scripting my imaginary movie and so I've written my own cheat which gives me five times more income from the farms. This lets me have complete vanilla fire station coverage.

    Anyhow, sorry. I got sidetracked there cause I'm having so much fun in my game.

     

    On 09/11/2016 at 9:06 PM, BC Canuck said:

    Can I copy over the config.bmp file to the new region I create with your method?  And can I change the size from 16 tiles to perhaps 8 medium tiles

    Yep, you can copy any valid config.bmp into your new region. Just do the math to make sure the grayscale cloud image is the right size for the config.bmp you use. And yes, you can make the config.bmp whatever size you like. So, for 8 medium tiles you could use a 4x8 pixel config.bmp all painted green. Or a 6x6 painted green except 4 pixels in a square being not red, green, or blue to get just 8 tiles or paint it all green and you'd have 9 medium tiles arranged as 3 x 3. I believe it's explained pretty well in Config.bmp: How to Make It Yours.

    If it's still unclear after reading that, just let us know and we'll see if we can explain it another way.

     

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             Bad Effect: Air Pollution globally increased by 1%
        Honor System Mass Transit Fare Collection ($100/mo + $0.1 per station)
               Benefit: Mass Transportation use increased by 50% for R$, 25% for R$$, 10% for R$$$
               Benefit: Maintenance costs of Mass Transportation Networks decreased by 10%
               Bad Effect: Mass Transportation revenue decreased by 20%
               Bad Effect: Crime globally increased by 10% [Fare Evaders]
        Jewelry Tax  ($20/mo INCOME + $0.1 per R$$$ resident)
             Bad Effect: Crime globally increased by 2%
             Bad Effect: Residential $$$ Demand reduced by 5% (Experts may suggest it only be 0.33%)
        Medical Reformation Act  ($10/mo + $10 per clinic/hospital)
             Benefit: Health Quotient globally increased by 15%
             Bad Effect: Mayor Rating decreased by 5pts
             Bad Effect: Commercial $ and $$ Office Demand reduced by 15% (Nurses) (Experts may suggest it only be 1%)
             Bad Effect: Commercial $$$ Office Demand reduced by 15% (Doctors) (Experts may suggest it only be 0.5%)
        Parking Meters  ($20/mo INCOME + $0.001 per resident)
             Benefit: Mass Transportation use increased by 5% for R$, 2% for R$$, 1% for R$$$
             Benefit: Car Traffic reduced by 5% for R$, 2% for R$$, 1% for R$$$
             Bad Effect: Mayor Rating reduced by 5pts
        Space Exploration Program  (Cost: $100/mo + $0.01 per I-HT Job)
             Requirement: Must have at least 1500 High-Tech Industry Jobs.
             Benefit: High-Tech Industry Demand increased by 10% (Experts may suggest it only be 0.83%)
             Benefit: Manufacturing Industry Demand increased by 2% (Experts may suggest it only be 0.33%)
        Universal Healthcare  ($100/mo + $0.01 per resident)
            Requirement: Must have at least 2 Hospitals.
             Benefit: Mayor Rating increased by 5pts
             Benefit: Commercial $ and $$ Office Demand increased by 15% (Nurses) (Experts may suggest it only be 1%)
             Benefit: Commercial $$$ Office Demand increased by 15% (Doctors) (Experts may suggest it only be 0.5%)
             Bad Effect: Health Quotient globally decreased by 15%
      • By SharkD
        I'm interested in emulating SimCity terrain generation for a LEGO project I am working on. Could someone explain the differences between SC3K and SC4 terrain?
        IIRC, SC3K has three vertical slope levels, and can only model right angles and 45 degree angles. How are things different in SC4? Does SC4 also limit you in this way?
        Thanks.
      • By Jasoncw
        Hello everyone!
        The SC4 BAT - Open Discussion, and Lot Editor and Plug-In Manager forums are in the process of being merged! The new forum is named the SC4 BAT & Lot Workshop.
        We believe this will have several benefits:
        In the last few years, there has been a great growth in lotting and lot development threads. Yet those development threads are tucked away into a subforum. This will bring more visibility to lot development threads, and it will make it easier for people to visit their favorite development threads, whether they're BATing or lotting threads. BATing and lotting exist in the same custom content continuum. Every BATer also has to do lotting tasks. Many lotters BAT their own props. Some people make substantial BATs with elaborate lots, which blur the line of whether it's a lotting project or a BATing project. Having everyone together might even inspire more collaboration! The forums are slower nowadays, and combining the two forums would make one single more vibrant forum. What will happen to the old lot forum? First, every single lot development thread, no matter how big or small, will be moved here, along with any other substantial threads. They will automatically be sorted chronologically with the BAT threads.
        In the near future the old lotting forum and the threads remaining within it will stay where it is, and if there's a particular thread that you feel should be moved over, you can ask a moderator either through pm or posting in this thread, and we can move it. Then, the old lotting forum will be moved to an archival section of the website. At that point, if you remember a thread that you'd like to be moved, you can still ask a moderator to find and move it over for you. We're not moving every single thread because most of the threads in the lotting forum are "quick question" type threads, which would drown out the BAT and lot development threads.
         
        While we're merging forums, we'll also be reorganizing the stickies.
        "BAT - Getting Started Guide / FAQ / Resources / Help" consolidates the existing Mega FAQ thread, the troubleshooting threads, plus a new comprehensive getting started guide (still under construction). It's pretty ridiculous that there are three different threads for posting BAT problems in. The old troubleshooting threads are still valuable resources and they are linked to in the new thread. But while they have a decade's worth of BAT problems and solutions, a lot of it is outdated, and the thread overall is cumbersome. As questions and answers are posted to this new thread, it will become a more relevant and easier to browse body of knowledge. 
        For lotting, a new sticky will be made in the same spirit. In the meantime, you can find links to the old lot forum stickies in the spoiler tag below:
         
        I don't know how long it will take us to get everything into its final state, but hopefully it won't be too long!
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