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AmiPolizeiFunk

Make a true 1:1 map with this guide

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I've updated MrMiyagi's guide about making C:S maps from real world data via terrain.party, and hi-res image overlays via openstreetmap. My updates include info about our discovery that C:S maps are actually 17.28km (and not 18km as previously assumed) and about using cool scripts to automatically download and stitch massively high-resolution images from OSM.

 

Check it out here: https://steamcommunity.com/sharedfiles/filedetails/?id=1275917540

 

and feel free to ask questions here or there.

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32 minutes ago, DaEgi said:

How did you end up with 17.28km?

I guess you could just use Precision Engineering to measure it. It can also be found in the source code of GameAreaManager:

public const float AREAGRID_CELL_SIZE = 1920f;

Multiply by 9 and you get 17280m.

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nice, in that case i just wonder why it was assumed 18km in the first place. i guess nobody bothered to check it ;)

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    It's probably some kind of lazy round-up situation... like calling 1024 by "1k"

     

    Terrain party was made so long ago. I dunno if they even decided at that point to make one cell = 8m. I wasn't part of the scene back then so I'm not sure how all of that evolved. Calling a cell "8m wide" is a totally arbitrary decision and could have been made at any point along the way.

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    Programmers like powers of two. One tile in SimCity 4 is 16x16m.

    Why did they choose 1920? There is an invisible grid with a size of 64x64m that's used for collision detection. Every building, tree, prop, network... is assigned to a single grid cell. It makes it easier to debug things when the collision grid and map tiles are matching up.

    1920 = 30 * 64

    I think it would even be possible to make a mod that increases the map size.

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