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RegionTerrain Pack file
Artekus replied to Teirusu's topic in SimCity (2013) Modding - Open Discussion
Thanks ProcsKalone! Autoit works great! I used Autoit to extract all the maps for Discovery Delta and then made a small macro in Excel to piece together all the pictures (for some reason my other programs won't recognized the exported .bmp not even in VB) Mind you this is just some screenshots pasted in mspaint. They aren't to scale, had to zoom out for the complete picture. I don't know, but for what it's worth this is what all the heightmaps for Discovery Delta look like: DiscoveryDelta-Heightmaps Ecomaps for Discovery Delta (Made background green for contrast, also all taken at same zoom level): DiscoveryDelta-Ecomaps Edit: Added Ecomaps -
RegionTerrain Pack file
Artekus replied to Teirusu's topic in SimCity (2013) Modding - Open Discussion
So I've been exporting and piecing to getter pieces of the height maps from the region pack. As its been mentioned before indeed certain aspects of the regions are in a 4 "tile" (bmp image) x 4 "tile" format while others are in 16 x 16. This also true for the ecomap files. The way to differentiate between what tiles belong to which map is to use the mip# and identifying the region using the groupid (I believe the region name corresponding to the id is posted else where) The individual "tiles" are flipped vertically. I've noticed some interesting ecomap differences where there is a city present. I pieced together some heightmap images for mip2 for groupid 0xbc357a2b (Discovery Delta) and created the following after flipping each tile vertically: DiscoveryDelta -
RegionTerrain Pack file
Artekus replied to Teirusu's topic in SimCity (2013) Modding - Open Discussion
Edit: Will repost with more complete info. sorry for all the edits. -
RegionTerrain Pack file
Artekus replied to Teirusu's topic in SimCity (2013) Modding - Open Discussion
I found this info searching in the C++ files: // Total hack to compute top-down UV: we know the city box is limited to 2048x2048 // so we just take our current xy positions (given in world space) and scale and // bias them to get UV cords Changed the following in gamentryui_min and simcityui_min: this.mDefaultMapHeight = this.mDefaultMapWidth = 2048; Basically just able to move the position of the blue city boxes in the city selection screen but it had no effect in the actual game play. Maybe 2048 is somehow related to the city size, thoughts? -
SimCityPak - Modding Tool
Artekus replied to oppie's topic in SimCity (2013) Modding - Open Discussion
How do I save changes to the ER2 file with the tool? I try to edit and save but nothing saves even when I edit the HEX representations of the characters. Figured it out... have to export, edit in notepad and then import and delete the old file.- 627 Replies
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