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Everything posted by Joe887
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I have had good results running SC4 with the -dpenGL option. Has anyone been able to run ilive's reader or any of the other tools with wine?
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Hello everyone: My project is to create a realistic interpretation of Philadelphia. I haven't visited Philadelphia, so please let me know if there are any errors. Note that here is another Philadelphia Journal here: https://www.simtropolis.com/forum/messageview.cfm?catid=36&threadid=86182 Now the pics! Initial Render The region is 8x8 large city squares. I created the map from USGS data following the7trumpets' method, except I set the water depth to sea level and I used the erosion mod by moganite to prevent the land from being distorted. Of course, this means that I have to edit the terrain afterwards. Also note that I rotated the map 9 degrees counter-clockwise so that most of the main streets would line up with the grid. I think this weird hole is a gravel pit or something This is how the water looks before terraforming And after Edge reconciliation is evil! I do everything by eye. Terraforming is (mostly) complete and I am ready to start construction. I will plop in all the streams, etc. later on. Next step, transit networks!
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Rendering Complete! The region is absurdly huge at 9x9 large city tiles. That's 81 large cities or 1358 square kilometers. I don't know if I will (or can) develop the whole thing. Here is the region view directly after redering. You can see all these little bumps. The secret is I have placed the location of all main roads on the terrain map! Here is a closeup. I get these bumps by placing single pixel dots on the image to be imported. Here is the downtown area. You can see the outline of the streets. I have also uploaded the map for anyone who wants to play with it. (Requires 250m plugin) http://ifile.it/ev7h9dt This is a bz2 archive. If you don't know how to open it in Windows, use 7-zip http://www.7-zip.org/ PS. I'm running the game under linux now and the terrain rendering was at least four times faster! 100% CPU usage the rest of the time though.
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I'm Back! Don't worry, I never gave up on this project and I should have enough free time to post regularly now. Because I am completely crazy, I have started over from scratch. (It's not like that much was completed anyway. Here are a few teasers. What's going on here??? I haven't even rendered the terrain yet. What's with all these dots?
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I want to create custom maps which have accurate elevations. I have the following information for importing grayscale maps (which I'm not sure is correct.) RGB=0: -252m RGB=84: 0m RGB=255: 513m However, I need the corresponding scales for each of the map input plugins here: https://www.simtropolis.com/stex/index.cfm?id=16790 Really I just need NE-250m.dat, but this info would be nice to have because I can't find it anywhere. Edit: With some experimentation I have produced good results using the 250m input plugin with 250m max elevation, -285m min elevation and RGB=127 water color.
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Is it possible to intersect diagonal streets with one way roads? It does not work for me.
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Update 5: More of the same. Region view With transportation map Intersections like this will have to wait until the NWM/MIS come out, at which point I will convert all highways to RHW. Earth ramps for ground highway overpasses It also appears I have encountered some sort of problem. More info here: https://www.simtropolis.com/forum/messageview.cfm?catid=124&threadid=92078&enterthread=y Originally posted by: abcd Wow i'm impressed. The map and the developement are looking really good!Any chance that you upload the final terraformed version of the map? ( without developement of course )quote> Philadelphia.zip Ask and you shall receive. I've also included the original grayscale map. (Note that regions are not allowed to be uploaded to the STEX.)
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This exact same problem happened to me and I am at a complete loss. I re-installed the game, deleted all save data, and installed only the June 2007 NAM. In a new city, the diagonal street textures are still messed up at intersections. It used to work fine with the exact same setup. Edit: Since this bug appears to be graphical in nature, would it be safe to continue editing my city? (Everything is backed up.)
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Update 4: Sorry about the long wait; I was on a cycling tour. Region view: The street layout in this part is almost complete. This is my first attempt at a sunken highway, with mixed results. If the highway were any deeper it would be a canal, so the overpasses will have to stick up for now. (I don't see why an overpass needs 15 m clearance!) Those ramps are supposed to go into tunnels that meet up with those 1-way loops, but that's not going to happen. Look, a tunnel! Check out this spaghetti factory. This intersection is really bad. I might wait until the new RHW and MIS mods before tackling this. I finally have a building! It's Independence Hall. The base texture on that lot is really awful.
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Those are super-blocks. I will add the minor streets later on. This city is *almost* to scale.
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Update 3: Some more progress on the street layout. Benjamin Franklin Parkway: It's going to be a while before there is any eye-candy.
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I plan on adding everything inside the region, to scale, and as realistically as possible. Things will get interesting once the city leaves the grid. This is the area contained in the region:
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Update 2: The grid is starting to take shape.
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I want to make sure everyone is clear: this region was imported from a scale-accurate image generated from USGS data. I did not terraform it, aside from some touching up. That is all
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Quick update: I've put in a lot of plopped water. Here are some streams. There's the reservoir. Has anyone else had these mismatches in the terrain texture? That's the Meadowshire Terrain Mod hosted on SC4D. I've started laying out the downtown area. I'm not going to have the exact same grid because SC4 doesn't scale accurately. The super-blocks will be 14 by 14. That lets me do this-- --so there will be three blocks of row houses in each super-block.
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Thank you for the replies, everyone. Originally posted by: cleaner475 looks nice, good start but put your pics of the page instead of having links bvy using the brackets (note: if you don't know how to do this see the creating a city journal thread) good work, keep it up, Richardquote> I will do that except for the region shots, which cannot fit in 800x600. Originally posted by: patriots_1228 woah dude can you tell me how you rotated the map? im recreating boston, and im having making the streets cause of the angles.quote> I use the GIMP for image editing, found here: http://gimp-win.sourceforge.net/stable.html After installing, click on File --> Open to load your map Then click on Layer --> Transform --> Arbitrary Rotation to rotate the image Click on Image --> Canvas Size to get rid of the corners Click on Image --> Flatten Image Then click on File --> Save As to export the finished map You can also use the GIMP to scale your map, etc. Photoshop will do the same thing, but that program is too expensive for me.
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Future of SimCity Official Discussion Thread
Joe887 replied to Compromise's topic in SimCity 4 General Discussion
The best thing to have would be a Free and Open Source clone of SimCity 4, so we can have all the features we want ;-). Probably not going to happen unless a lot of software developers join Simtropolis. The program should be developed to run on a modern computer. The monetary aspect of the simulation should be optional, as many people don't want to bother with this. The simulation should be entirely 3D. There should be a top-down "blueprint" view for planning the city and a "Camera" view for taking pictures, etc. The blueprint view should allow players to layout the city without making any changes, and only build the improvements when the budget or other constraints allow. Players should be able to save and exchange these design elements (for example, a highway intersection). Players should be able to define custom transportation networks (number of lanes), zones (commercial/residential), etc. Save games, maps, and other data files should be in a documented format. Tiles are bad. The simulation should have a universal coordinate system with a resolution of 1 meter. Roads should be placed by connecting a line between two points and dragging it to make approximate curves. Similarly, zones should be placed by defining the vertices of a polygon. Lots should be randomly generated and the buildings orientated with roads, etc. The traffic simulator should account for every Sim going to work, the store or the dentist. The path finding algorithm should be non-crappy. Some things, like power distribution or hospitals are generally not within the jurisdiction of municipal governments. The scope of the simulation should be customizable. The camera should be able to fly around anywhere in the simulation. Naturally, it wouldn't be able to render in real time, and the more of the city is visible the less detail there will be. As well, all the obvious things, like school buses going farther than 800m and roads going under bridges, etc. -
Hello: I've been lurking around the forums for awhile, so I thought I should introduce myself. I'm an engineering student from Canada. I like to make real-life cities. (Or at least I am trying to recreate Philadelphia.)
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