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About rivit

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  • Gender
  • Location
    Ryde, Sydney, Australia
  • Interests
    Graphics, Mathematics, Programming, Games, Astrology, pretty much anything in science and history
  • City-building game(s)
    SimCity 4
    SimCity 3000
    SimCity 2000
    SimCity Classic

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  1. Water mods an "side cut on the map"

    Cori "Sherlock" has certainly put us on the right track here It turns out that SC4 uses a number of textures and gradients in addition to parameters in the Terrain Exemplar to control how the water looks. Here are the textures: We know the Beach (Foreshore), Inshore (merged at the shallow waters) and Water textures. Less well known is perhaps the Bottom texture (merged at deep water). The next ones, and I certainly didn't understand this when I made the Coastal Modd, are the textures 69EFB6F8 and C9EFB727 which are 1x128 pixel gradient textures that control merging of colours in the sea and at the edges of the map. In the image above I've expanded these to 128x128 and separated the component color from the gradient - essentially the texture = color x gradient and then clipped to 1x128. Finally a Sun Overlay is put over the ocean - this manifests as shading changes as you rotate the map. In this second picture we can see top/left the default SC4 look, the changes at the edges when each of those textures are made white and an experiment I did after I worked this out. Most notably the texture 69EFB6F8 not only changes the edge of the map but also the body of the sea as it varies with water depth. What this means is that making the edges match the water can have more side effects than expected, and if these are made solid (no gradient) then the body of the sea will look fairly solid too. Attached finally is a little zip with enough content to try your own experiments. You will need GoFSH to make it into a basic Water Mod. I'll leave it to you to figure out how to make it yourself. Run the script when you've finished making the textures. Experiment.zip
  2. Ok folks, I've started the process of publishing updates to my Street and Rail mods to meet the NAM36 standard. These are now here on Simtropolis and all are for standard MAXIS grass. Paving in general will be whatever you use. Making good on a promise I made earlier this year (but had to wait for NAM36) what will be different this time is that the sources will also be available so that you can run your own Grass/Paving in the same way as you have done with MGB's mods. This means you have no reason to avoid using them (he said tongue-in-cheek) on those grounds, and can finally have everything matching. Furthermore there is enough material in these sources for you to make full unique (variant) sets yourself - the scripts are already there - you only need to edit a few hundred textures. With Photoshop or another scriptable image editor even that could be automated. Importantly you will find the sources at this OneDrive address rivits SC4Resources . This is a public read-only folder which I will attempt to keep alive and up-to-date and over time will come to house more content not otherwise released. Right now (15 Oct 2017) it looks like this: You will also need GoFSH 3.3.5 (also in the folder) to make these and you should have read and at least globally understood from page51 ff. in the manual to know how to run scripts. I am working on the premise its all self-evident how to make these things, I know, but questions/discussion here can help everyone how to make these. The scripts for the Streets released today all run to completion in about 5min on a Intel 3570, you will need about 100MB of workspace. I recommend sticking them on a spacious work drive and when done delete the unpacked folders (you have the zip). Please DO NOT (re)post your custom grass/pavings here on Simtropolis but rather make them available to others (if you wish to) by other means. This because the combos will get out of hand and having 43 unique combos serves no one. It will do no harm for you to make these for yourself. In the wings are RUM for NAM36 and the RRW Reskin - more on this shortly. You will need to have your GoFSH skills ready for these.
  3. Version 3.0.0


    This is an algorithmic recoloring of the Red Herringbone Brick, which may be better used in European Style cities with a lot of W2W (or somewhere it rains or snows a lot in general) where clinker or dark brick is often used in roadways. This set MUST be loaded after NAM and SAM in order to override these textures. i.e.. Put into Z___RVT Modds\RVT Streets\ and remove what you don't use (zEU or zUS) You cannot have Grey and Red together as there is only one SAM2 slot to override. Revert by removing. Roads will go back to NAM Red SAM2 look. These are designed to work seamlessly with all of my Streets. Also goes well with MGB's SAM7 and a white wine. Produced with Photoshop, GoFSH and Reader. v1,v2: never publicly released Oct 2017 v3: regeneration of all textures according to NAM36 standard WRC curves now included
  4. Thalys High Speed Train

    Version 1.0.0


    Fancy a quick trip from Amsterdam or Koln to Paris - try this 300kph wonder. I know one day I will. Implemented as Passenger Rail replacement and/or HSR replacement To revert just remove. rivit Oct 2017
  5. Cadillac Eldorado

    Version 1.0.0


    Two alternative versions of the InGame LowriderCaddy you can only add one of these at any one time, they do not replace the game one.
  6. Hatsukaichi - Closer View

    Lovely work all round. For me highlights the really nice rolling stock - especially the commuter train in maroon and the well balanced night lighting which is hard to do well.
  7. This problem looks like that caused when a text formatted exemplar has been edited with Reader 1.3 or 1.4 and the formatted values (which are text) have been entered/saved into fields that are strictly numeric. Therefore I think this exemplar is slightly mangled: Take the exemplar into Reader 0.93 or a Reader later than 1.52 and then look at those fields Occupant size should be three floats (decimal numbers) 52,20,76.9 Pollution should be 4 integers 0x00000004,0x0000008,0x00000006,0x00000000 Pollution Radii should be signed integers (although only positive values make sense) 2,3,0,0 Garbage=0 wont work if pollution >0 Reader tells you what the default format of fields is, all Datanode does is check if they were enforced..
  8. Pretty sure the import from the Sims 1, isn't much more than a bitmap 36x41 in size. They go into the SC4\My Sim folder. The game has a number of exemplars for MySims - starting 10102200 to 10103500 which appear to be reserved for certain uses. They are predefined anims. When MySims drive you just see the vehicle you chose, but in the caddy convertible it does seem to know whether your Sim is male or female as it chooses a person model accordingly. Its possible, though I haven't checked, that some info is encoded in the bmp that was exported from Sims1 - MAXIS did things like that in other games. Most of the peds and other figures like llamas, dogs etc. are all anims - an area that is not deeply explored. They are simple FSH containing multiple frames at all zooms. Presumably the control exemplar (ATC) for these tells you how to pack the frames and play them back. Quite a few look to have deep roots back into the SC4.exe meaning they will be hard to hijack. Like a lot of archeology in this game, Reader (its authors that is) knows more than any of us left. Look into ATC files in SimCity1.dat for a place to start.
  9. I'd be lying if I didn't call myself a "Mad Modder". My regions are littered with "Test" cities. When I do play its SC4 au naturel - I'm clothed.
  10. @matias93 - I have upgraded all of the older ones too, but will make them available as a separate link so as to keep the size of the mod down because the number of textures needed for the skins has doubled. All up there are 8 as above and another 8 that were produced at various times in the past.
  11. Unfortunately the parts of steel and concrete are combined in those textures - its a consequence of my "cheating" the arches. Having said that they are reasonably easy to edit. The over-bridge steel textures are unique and could be done that way - but overall I find it easier to make and manage by keeping the sets completely distinct. The ballast color deviation you've spotted is the on-slope shadow that the game produces somewhat randomly (even when you are really pedantic about getting the levels right).
  12. Yes folks, the RUM for NAM36 is coming along - it has been compiled and is awaiting final tests. Because the latest NAM has complete rail crossing support, only that needed for the custom streets that MGB and I have made will be in RUM. MGB has also contributed a transparent FLUP - which shows the terrain through, and I've made new Viaduct Skins to enhance the ERRW work that eggman121 carried out in NAM. The mod has also been restructured so that it will be completely consistent with the RRW Reskin which is also being worked on. Here a preview of the Viaduct Styles in RUM for NAM36. Get your inner Brunel ready.
  13. Show us Your Oddities!

    Yes - a new RUM for RRW is imminent - testing in progress...
  14. Show us Your Oddities!

    Built by a well known inventor of anti-gravity devices who is also a keen train spotter
  15. Yes (0 to 255) is 256 tiles using (0 to 256=257 corners) but I should have written Height-2, Width-2 as the bounds of the my loops <embarrassment> I then had a long think and realized that I was guessing the behavior at city tile boundaries so I did this experiment. TLDR: it confirms CorinaMarie's assertion that the last row and column (the +1) are effectively ignored. It also shows processing is strictly top to bottom, left to right and smoothing is biased that way too. Note too that at city tile boundaries it appears that the last row (column) of pixels is replicated to the first row (column) of the next city tile - presumably done to guarantee the boundaries match elevation. Then the smoothing takes place. When loaded these cities show rippling along boundaries that were loaded with constant height, a typical artefact of smoothing by convolution. Attached a text texture - staircased from top left to bottom right, but with the last row and column brighter than all other values, TestTerrain.bmp, and an Inverted one, for the first 128x128 pixels. These are meant to be loaded with a 4 small region config.bmp (i.e. 2x2 pixel red). TerrainTest.bmp TerrainTest Inverted.bmp