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blunder

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Everything posted by blunder

  1. The Ring of Fire

    Version 1.0

    4,481 Downloads

    The Ring of Fire ~by: blunder Howdy Folks. A bit of an announcement; i'm quasi-retiring from the mapping and custom content business. You know how it is; not enough time, definitely not enough motivation, too much RLS... Anyways, my apologies for this, but i'm canceling any maps people had requested and am not taking requests for the foreseeable future. But i'll still be around to answer your mapping and other questions via PM. I will, however, offer up one final map; my own personal gem. The Ring of Fire is a mashup of the SanFran peninsula, the Bavarian alps, the 3 largest cascade volcanoes (Rainier, Adams, and Shasta), plus a wee little Mt. Jefferson, and is stupidly huge, at 88x120km. Requires 4gb patched game and mapper/terraformer to run, as well as 64-bit OS with 8 gigs ram. (might run at 6 gigs). I know few people will want to tackle a map that large but i'll put it out there anyways. This map is by no means perfect; there are several little photoshop wrinkles i haven't ironed out that you can see in the terraformer overview but that won't detract in game. Since it's over 100km on a side i'm invoking Drunkapple's large map mercy rule on not showing a rendered shot. Instructions: Mapper frequently performs better with large maps, but terraformer still works too. 1. Unzip folder 2. In mapper > create region > point to .sc4m file and config.bmp selectively. 3. Name and Confirm 4. Save ~Cheers
  2. The Ring of Fire

    @Haljackey dead sexy thanks for sharing!
  3. Cascadia Tree Controller

    Version 1.0

    14,858 Downloads

    Cascadia God Mode Tree Controller ~by: BlunderThis is a seasonal tree controller designed to give trees generated by your god-mode flora brush the appearance of a mix of flora from across the pacific northwest. It features a large selection of flora, including deciduous mixed with conifers, evergreen forests, scrubby slopes, meadows, alpine wildflowers, etc. There are 2 versions of this file; one with MMPs and one without MMPs. Also included are uninstall support files, so that it is possible to switch away from this controller without removing all flora in your cities first. Tree controllers are advanced game mods with many issues if you're not careful. Because of that it is VERY IMPORTANT to read the documentation first! Failure to do so before posting issues/complaints may lead to 'RTFM'-isms. For more screen shots please see this entry of my CJ. Contents: There are 4 files with this controller- Cascadia_TreeController_WithMMPs.dat Cascadia_TreeController_noMMPs.dat CTC_uninstallsupport_WithMMPs.dat CTC_uninstallsupoort_noMMPs.dat The first 2 are the tree controller. Choose only ONE. As the name states, the first also has MMPs while the other one doesn't. As this controller is made up of a whopping 38 brushes you might not want to clog your MMP menu with the MMP controller. The other two files are only for uninstall support so that you don't have to bulldoze all the flora planted with with this controller if you ever desire to switch tree controllers. Do not have one of the bottom two files in your plugins if you want to use the controller. If you only wish to use the MMPs but not this god-mode controller, choose the file CTC_uninstallsupport_withMMPs.dat. All 4 files are fully interchangeable. Compatibility: Due to game mechanics there are no such thing as compatible tree controllers. Therefore you must remove whatever existing tree controller you are using (such as Vortext's, CP's, Heblem's, my old one, or a God Mode patch like for the PEG pines). BUT FIRST you must remove all flora planted with that tree-controller. For this reason it is HIGHLY RECOMMENDED that you switch tree controllers only when starting new cities; new regions would be even better. Loading a city tile that has trees on it from a tree controller that no longer exists in your plugins will result in a Crash To Desktop. Installation: 1. Do what it says under Compatibility; bulldoze all trees from your previous controller on tiles you will play on, then remove the old controller file from your plugins. Alternatively, instead of manually bulldozing your flora, you can use the extra cheat 'flora off' followed by 'flora on' to remove all flora from your city tile before installation. Note that this removes ALL flora on the tile and not just what was planted with the god-mode controller (requires extracheats.dll addon) 2. Place this tree controller file in your /Plugins directory. 3. Install all of the dependencies in your /Plugins directory too. 4. Plant those trees! Uninstallation: If you ever wish to remove this tree controller, you do not have to bulldoze all your existing flora. Instead simply place one of the CTC_uninstallsupport_**MMPs.dat files in your /Plugins directory and remove the Casacadia_TreeController_**.dat file. This will allow your already planted flora to continue to exist without brown boxes or crashing to desktop. Known Issues: Tree Controllers are advanced mods and you should not underestimate their capacity to Make Things Go Wrong. 1. CTD- As mentioned above, any flora from an old tree controller must be removed before the old tree controller file is deleted from your Plugins or a crash will occur. A lesser known issue is that if the file with the old MMP brush is gone but the model file still exists in the plugins, the tree will still show up and the game will be playable. However if that tree gets destroyed (either by bulldozing or by changing the elevation of the terrain underneath it) this will also cause a crash. 1b. Sometimes a crash occurs when the tool hits the edge of a city tile. This can have two possible causes: 1- It's a multicore issue, so set your -CPUcount:1 tag in your desktop shortcut. 2- Your game is not updated to at least version 1.6.38. Go update it. Getting it to version 1.6.40 would be ideal. 2. Performance- All tree controllers have a significant detrimental effect on your game's speed because of the large number of items they place in your city. To make matters worse, this controller contains a large number of small and HD items placed closely together. These factors mean that this tree controller will likely completely destroy your game's performance. You can mitigate this somewhat by turning shadows to 'low' in your graphic settings while planting trees, and only turning the shadows back up to 'high' when you're done. I HIGHLY recommend turning shadows to 'low' while planting, then turning them back up to 'high' later. Recommended minimum PC specs: 2.5GHz or greater CPU cores, 64-bit OS with the 4Gb address patch applied to the simcity4.exe file and at least 4Gb RAM. Tree controllers also usually behave oddly on multicore processors. Try setting your -CPUCount:1 tag in your desktop shortcut if you experience graphic 'jumping' while planting or other issues. Note that this is not a universal rule, and some multicores actually handle the game quite well, so test as you will because your mileage will vary. 3. Terrain Controllers- These mods of visual goodness interplay with Tree Controllers in a number of ways. a- Cliffs. If you use a 15m Diagonal Jagged Edges mod (DJEM) you will have trees landing on your cliffs. This is because the variable that controls where cliffs appear on your landscape is found in your Terrain Exemplar and is called MaxNormalYForCliff (MNYFC). A DJEM sets MNYFC to .77. However I have calibrated this tree controller for my own personal use to work with a MNYFC of .65, because mountains look much better with a lower MNYFC. So have your bulldozers ready if you tree around cliffs. b- Snowline. Both the snowline on your terrain mod and the treeline of a tree controller are modifiable variables, and if you have modified your own snowline or are using a terrain mod other than Lowkee's or Gobias' then you will have to adjust this manually to your own settings. Advanced users only: To customize your treeline, open the ilive's Reader tool. If you are using Lowkee's or Gobias' terrain mods, then open the file **Properties_**.dat. If you use any other terrain mod, open the file zLK_FloraTuningParameters.dat (see dependencies). Which ever you opened, look for the exemplar file that is named Flora Tuning Parameters. The variable you want to alter is called Flora: Elevation Scale Range. It will take trial and error on your part to determine what value of this property works best for you. A note on useage: Often I see people using my PNW tree controller to just lay down a bare minimum amount of trees that comes from quickly swiping the tool over the terrain. This is not how a tree controller is meant to function. It takes time moving the tool over an area to apply the full range of flora; so be sure to take your time planting trees! You will notice a large difference in the time it takes to cover an area between the lower elevation and higher elevation trees. The lower stuff takes up a much larger space and hence is placed quicker. The tool works very quickly on the lower elevation stuff. However the subalpine and meadow content is very, very small, and likewise requires a significantly longer amount of time to completely cover in trees. You might want to use the alpine stuff sparingly as much of it is not visible from region view and because it’s HD it will bloat your filesize. (For those of you who worry obsessively about prop pox and filesizes: don’t. Flora does not write to the network subfile and hence does not contribute to prop pox). Because it’s seasonal, you need to plant trees about September 1. Anything planted between Aug 5 and Sept 4 will change seasons at the same time, so you have some leeway as to when to plant. Dependencies: There are several dependencies for this tree controller. If you use flora MMPs at all you likely have all of these already. Yes there are a lot. No I don't care, because there isn't some magic alternative where they're bundled together; it's this or nothing. Make darn sure you have the latest update of these files; many have been updated since their initial release. Flora by CP: BSC Mega Props CP01 BSC Mega Props CP02 VIP flora: VIP Rural Pack VIP Fagus VIP Aesculus Flora by Giraffe: Feather Grass Sparaxis Narcissus Poppies Berries Lupines Bushes Conifers Subalpine Firs Larch Common Spruce Ash Birch Noweigian Maples Chestnuts Flora Tuning Parameters by Lowkee. As mentioned, if you already use Lowkee's or Gobias' terrain mods you DO NOT NEED THIS because it comes bundled within their terrain mods. Credits: First, a great big old THANK YOU!!! goes to CP and Girafe for BATing all this excellent flora that we get to work with. I also have to give a big shout out to Lowkee for documenting much of the current knowledge about modding flora and tree controllers and for all his contributions to the community. Mad props go to my testing crew, including but not limited to Paeng, Simcoug, Vortext, Tariel, Shroud, Nos17. Also big thanks to the whole simpeg crew who offerend their thoughts, constructive criticisms, and support on this project. And last but certainly not least, a big thanks to you for downloading. Feel free to drop any and all thought in my BAT thread; Blundered BATs over at simpeg.com
  4. 133% Heights When Mapmaking?

    Fascinating. I have nothing really useful to add, just want to say Kudos to you sir for carrying out an experiment after such a long time gap. It is fantastic to see an actual empirical test.
  5. NAM 41 Now Available

    I think i'm still using NAM 33
  6. Version 1.01

    15,767 Downloads

    Pacific Northwest Tree Controller by: Blunder This is a seasonal tree controller designed to give trees generated by your god-mode flora brush the appearance of flora from the Pacific Northwest. The lower elevation features maples intersperced among large conifers, the middle elevation transitions from large to small conifers, and the upper elevation consists of shrubby meadows and small firs. (see pics) It also includes MMPs for each of the brushes used by the God-Mode tool and then some. This tree controller has been optimized to be placed on Lowkee's excellent Appalacian Terrain, and has been calibrated to avoid cliffs generated by using a 15m DJEM. For further previews, see this entry of my CJ. UPDATE: 17 dec. 2012. File updated. Turns out i missed a value in the flora-table that was allowing forest scenes to show up in rare instances. Also i forgot to merge the blocker's blank model into the dat, both of these have been fixed. Please redownload and overwrite the old file. Compatibility: Due to game mechanics there are no such thing as compatible tree controllers. Therefore you must remove whatever existing tree controller you are using (such as CP's, Heblem's, or a God Mode patch like for the PEG pines). BUT FIRST you must bulldoze all flora planted with that tree-controller. For this reason it is HIGHLY RECOMMENDED that you switch tree controllers only when starting new cities; new regions would be even better. Loading a city tile that has trees on it from a tree controller that no longer exists in your plugins will result in a Crash To Desktop. Installation: 1. Do what it says under Compatibility; bulldoze all trees from your previous controller on tiles you will play on, then remove the old controller file from your plugins. 2. Place this tree controller file in your /Plugins directory. 3. Install all of the dependencies in your /Plugins directory too. 4. If you have the Pacific Northwest MMP Flora package installed, remove it. It merely duplicates the MMP files in this controller and will create 11 redundant MMPs in your mayor menu. Uninstallation: If you wish to switch to a different tree controller you must follow the same steps as when you installed this one. However with this controller there is a difference. If you wish to keep the flora planted with this controller simply install the alternate Pacific Northwest MMP Flora package and the old trees can stay: no bulldozing. Known Issues: 1. CTD- As mentioned above, any flora from an old tree controller must be removed before the old tree controller file is deleted from your Plugins or a crash will occur. A lesser known issue is that if the file with the old MMP brush is gone but the model file still exists in the plugins, the tree will still show up and the game will be playable. However if that tree gets destroyed (either by bulldozing or by changing the elevation of the terrain underneath it) this will also cause a crash. 2. Performance- All tree controllers have a significant detrimental effect on your game's speed because of the large number of items they place in your city. Testing indicated that this controller only had a slightly more detrimental impact than CP's tree controllers, so if you can run one of his, you should be able to run this one without much hassle. However if game performance becomes an issue for you, try disabbling your shadows and dialing down your graphics settings during tree planting. 3. Terrain Mods- This tree controller was optimized for use with Lowkee's Appalacian Terrain Mod. If you use another terrain mod the placement of flora can be less than ideal. For instance, on many of CP's terrain mods the middle elevation trees will land on snow, and the subalpine meadows won't show up until you get very high above the snowline. For average users: I believe Lowkee is in the process of updating his seasonal flora patches. When/If a new version of these becomes available, update it. For advanced users only, Optional: If you use reader, the value to change this can be found in the file z_LK_FloraTuningParameters_Seasonal_#TerrainName#.dat. To change it, open the file using reader. The value you want to change is the last one: Flora: elevation scale range. Experiment to find what value works for your terrain mod. The best result will be an elevation close to that of your snowline (hint: the extra cheat "terrainquery" is useful). Do this at your own risk. Dependencies: Now that I've made you read about those issues, it's time to download the deps. Yes there are several. No i don't care, because if you use custom flora at all you probably have most if not all of these. BSC MEGA PROPS CP01 - earth day 2012 update (be darn sure you have the updated version) http://sc4devotion.c...php?lotGET=1180 BSC MEGA PROPS CP02 http://sc4devotion.c...php?lotGET=2790 CPT No. 8&9 Tree Models http://sc4devotion.c....php?lotGET=631 giraffe's parasol pines (only used in the Coastal Fir MMP, not a requirement for god-mode) http://sc4devotion.c...php?lotGET=2758 giraffe's norweigian maples http://sc4devotion.c...php?lotGET=2740 giraffe's subalpine firs http://sc4devotion.c...php?lotGET=2770 giraffe's bushes http://sc4devotion.c...php?lotGET=2711 Lowkee's seasonal flora patch (only necessary if you DO NOT use Lowkee's terrain mod) http://sc4devotion.c...php?lotGET=2612 Credits: First off, a huge THANK YOU!!! goes to CP and Giraffe for making the flora models used in this controller. The second Thanks goes to Vortext for letting me use the terrain brush and maxis blocking exemplars that he already whipped up for his own controller, as well as letting me peek under the hood of how his worked. Mad Kudos go to Lowkee, both for creating the Appalacian Terrain Mod that this was designed to work with and for his driblets of knowledge on the inner workings of flora that are left on various webpages. This controller absolutely would not be possible without these guys. Also props to my testing crew; Vortext, simcoug, 7238320, tariel, and reform. I also owe thanks to all the people who commented and offered their input during this project. And, of course, a big thanks to YOU for using this mod. FAQs: Q: I installed your mod and now i can't play because i get a CTD! Help! A: go up and read Issue 1. Q: I did that and now there's brown boxes! A: You missed a dependency. Q: Ok i got all the dependencies but it looks like there are trees missing in some areas. A: Your version of CP01 is old. Make sure you have the updated version and delete the old one. Q: I like your tree controller but i don't want to give up using CP's. What should i do? A: I am working on a set of MMPs that cover the core of CP's controller. Look for these soon. In the meantime some of his stuff is availible from other MMP files (Lowkee has made a couple) Q: I like that swap out idea but want to keep all my old CP flora. Can't you just modify CP's controller so we can keep both? A: Regretably NO because 1- that's plagiarism, and 2- his file has over 500 exemplars in it so that's a lot of work. Q: Do i really have to plant stuff on Sept. 1 for it to align with the seasons? A: Not quite. If you plant your items anytime from Aug. 5 to Sept. 4 it will change at the same time, so don't sweat it too much, you just have to get the calendar close. Also, having stuff change at different times can produce some nice effects; don't be affraid to experiment. Q: Why am i getting trees showing up on cliffs? A: These brushes are calibrated to stay off of the cliffs generated by a 15m DJEM. All 15m DJEMs set the cliff value in your terrain mod to a specific value. If you have trees showing up on large amounts of rocky areas, it means you are not using a 15m DJEM. Because of game mechanics and rounding, it is possible that you may have an occasional tree showing up on the shallowest parts of cliff-faces. Q: Nice! Will you make X now? A: I have two other controllers planned, although it will likely take me a long time to finish them. I also have a small palm controller requested by someone to finish. So no, i am not taking requests, sorry. However i welcome all input and suggestions, so head over to my production thread, Blundered BATs, at simpeg.com.
  7. Show us your Region!

    Nice, thanks for sharing. ~cheers
  8. Show us your Region!

    @Haljackey My word has it been 7 years since i posted that map?! Jeez where does the time go. Your region is looking fantastic. I see signs of a highway in the mountains; you get a chance to run any transit lines through mountain passes up there? It almost shames me to say my region is pretty barren. I haven't really fired up the game since NAM ....32? came out (for hobbies i've taken up landscape photography, and since covid: painting ). I've got a farm grid in the northwest sector to bootstrap the industrial jobs demand for the region, but other than that and foresting up the same area i haven't done much. I'm going to have to fire it up soon.
  9. Southern Alps, New Zealand

    Interesting. Here on Mt Rainier i've seen rescue groups on the Nisqually glacier and they're orange-clad like that for the visibility, so that was my first thought. I guess it makes sense for everyone to wear high-vis in a dangerous white environment.
  10. Southern Alps, New Zealand

    That Tasman River pick is just exquisite. Love the rescuers crossing the crevasse filled glacier, too. ~Cheers.
  11. Dependency: PEG security props.dat

    Yes, Yes, I believe yes, but am not sure where it is bundled. Best bet is CDK3. ~Cheers
  12. Hi All. If you need to contact me feel free to leave a PM. I check PMs about once ever two weeks, so you will get a response, it just might take a bit.

    ~Cheers.

  13. To get started all we need is Ilive's Reader and your terrain mod of choice. Reader: I'm using the .93 version of reader as opposed to the 1.4x just for multiplicities sake. Terrain Mods explained. Go ahead and fire up reader and open your terrain mod. Depending on which mod you're opening, you will see a list of sub-files on the left. Clicking on one of them brings up what's in that specific sub-file on the right. I'm using Gobias' Sudden Valley terrain mod in this example, both because it's my favorite terrain mod and because it has the most files; making it the most intimidating terrain mod to tweak (but only on the surface). So you should see something like this: (click for full) Every terrain mod will have at least 3 components: a DIR file, an INI file, and at least one Exemplar file. We want the exemplar file that is the terrain exemplar. When you click on the Exemplar file in the left box, the correct one will start with these three lines in the right-hand box: Don't worry about the other exemplars if your terrain mod has any, nor the INI file. I'll give a brief overview of them later, but we won't be tweaking them. So, that big long list in the right hand box. Yes there's a lot of stuff packed in there, but not all of it is useful to us. In fact some of it is only barely functional. You get a sense that Maxis had grand ideas with terrain function in the simulation, such as erosion, ground water, weather, and moisture simulation, but these were never fully implemented. Many of the variables here control god-mode tools. Others we won't be touching. Here's the important variables for our purposes: 1. The snowline.* The easiest way to control the snowline on your map's terrain is through two variable: MaxTerrainHeight and TemperatureRangeFactor. Changing the textures in the INI table is also possible, but is not recommended for anyone except advanced users and is mentioned briefly in the terrain texture section below. We'll talk about MaxTerrainHeight first. First off, this variable absolutely, positively, MUST be higher than the highest point on the map that you are loading. Trying to load a tile that has terrain higher than this value will cause the game to instantly crash. Back in the old days, this value used to be 2000m. Then as more dramatic real world maps started to be made this needed to be adjusted up, and so height patches were released that upped this to 5000m. The other value important for the snowline is TemperatureRangeFactor. This effects the distribution of textures across your terrain. It is possible to raise and lower this value to raise and lower the snowline accordingly, but this has the additional side effect of limiting the range of textures that appear at lower elevations too. This could mean cutting out the detailed terrain textures that appear in limited areas and so it is not what i recommend to change your snowline. Instead i recommend changing the snowline through using MaxTerrainHeight only while leaving TemperatureRangeFactor at what the developer set it as. Because every terrain mod is different, this will require some trial and error. First you need the 'extracheats.dll' file from the STEX installed. Then you need to enter a tile you want to have the snowline on. Enter mayor mode (create city...) and call up the cheat box with 'control-x'. In the box type terrainquery and hit enter. This adds some geometric info to your query tool-tip. The y=value is the height, in meters, of the terrain at that point. Write this number down, exit the game, and go back into the terrain mod in the reader program. Remember we said each terrain mod is different, so this will take some trial and error. Multiplying the value you just wrote down by 3 is a good starting place, so do that and enter it in the MaxTerrainHeight (and remember that this has to be higher than the highest point on your map). Now you will have to go into and out of the game to check the results and adjust it accordingly. If you have lowered the MaxTerrainHeight as far as you can (the highest point of your map) but still want a lower snowline, now you should start lowering the TemperatureRangeFactor in small increments until you achieve the desired results. Blunder's preferred settings: TemperatureRangeFactor: leave at the default unless necessary. MaxTerrainHeight: Again, this will vary depending on your map and your taste. If your map has tall mountains, it will typically end up just a couple hundred meters taller than your highest point. If the elevation is just small hills, it will probably be about 2x to 2.5x the elevation of the hilltops. Good job: you can now throw out your Terrain Height Patch. *Some mods don't actually have snow, so this obviously won't work with all terrain mods. 2. MaxNormalYForCliff. Max what for what? This is the variable that controls whether or not the texture you see on each tile comes from your rock mod or your terrain mod. The LOWER this variable is, the STEEPER your terrain must be before it is given rock texture instead of terrain texture. This may sound counter-intuitive but it's because a 'normal' -like in the variable name- is a vector orthogonal to the tangent plane of a surface and... ok never mind i'll just tell you what you should do with this. If you use a 15m Diagonal Jagged Edges Mod (DJEM)and you are perfectly happy with that, you can set this to .77 and just walk away. If you aren't familiar with a DJEM, it makes the terrain 'snap' to a nice line when making diagonal cliffs of a certain height; very useful for sunken highways and raised transit networks. If you want to use a DJEM for 7.5m overpasses if and when the NAM team manages to fully implement that system then the value you want is .95. Please note however that this comes with a huge trade-off where even the gentlest of slopes will become entirely rocky. Not recommended unless you're building on a map that is flat as Holland. Also note that just using .77 (the 15m DJEM value) does not look the best on hilly and mountain areas. It creates inconsistency in where the rocks appear and makes your terrain look weird; especially mountains. So for mountain areas i like to use something between .60 and .65. It really depends on the specific geology of your map. Here's an example of how this changes the look on your snowy mountains. This first shot is a screen of Mt. Shasta with the MNYFC set to a standard .77. Notice how there are square edged rocky splotches on slopes that shouldn't have a rocky outcropping. (click for full resolution) Notice what happens when we drop the MNYFC from .77 to .65 See how the rocky outcroppings shrink in size, not distracting from the snowy slopes. This also makes it easier to remove unwanted rocky slopes with some judicious and very light usage of the 'smoothing' god mode tool. Blunder's preferred settings: .77 for flat land and .65(ish) for mountains. Congratulations, you can now throw away your DJEM patch. 3. The Beach! Who doesn't love a good beach? There are actually two variables that control this, and they're almost at the bottom of the right hand box: MaxBeachWidth and MaxBeachAltitude. Think of these two variables as forming a box. One bottom corner of the box is anchored to the waterline. The value for MaxBeachAltitude is the height of the box in meters. The value for MaxBeachWidth is the width of the box, in number of tiles. Any tiles that fall within this 'box' are assigned a beach texture instead of a terrain mod texture. You will also notice there are several variables for shore cliffs in the terrain mod. I recommend just leaving these alone as they seem to influence the moisture simulation more than the terrain/rock texture. Blunder's preferred settings: width=5, height=3 Really though, you should play around with this to suit the effect you're going for and the map. These values are best for real world maps. For hand-terraformed maps you will probably need to significantly jack up the height. Congratulations, you can now throw away your endless beach mod. 4. Water. Jumping back up to the top of the list we have two more variables: WaterMinAlpha and WaterDepthForMaxAlpha. These two variables are the boundary conditions to establish a gradient in how transparent your water is. Waterminalpha is the transparency at the surface on a scale of 0-255 where 0 is fully transparent and 255 is fully opaque. You need to achieve a balance here. Too transparent and you can't easily tell where the water starts. Too opaque and you really notice all the graphical absurdities that the game creates where the water meets the shore. WaterDepthForMaxAlpha is at what depth the water reaches an alpha of 255 (fully opaque) Together these two variables establish a gradient of water transparency and offer the user a huge variety in achievable effects. Want a pristine alpine lake where you can see to tremendous depths? You can do that. Want to replicate the murky amazon where you can't see a piranha a foot away from you? You can do that. Both of these variables will be subject to changes depending on which map you're using and how the creator went about making the water on the map (e.g: what the artificial underwater terrain looks like. And it is artificial, the satellite data available to us map makers does not allow us to replicate underwater terrain. it's all hand-crafted) Blunder's preferred settings: WaterMinAlpha: between 32 and 75. I typically use 50. WaterDepthForMaxAlpha: again terrain dependent but between 12 and 32. I typically use either 16 or 32. *Note: if you are using sorchin's water flora it must load before your terrain mod. He included a copy of the terrain exemplar in his mod with modified values for water transparency. So if his water flora is loading last you will see it's water transparency values instead of your terrain mod's. Here's a pair of screenshots that show the last two points in action. Screen one is near-default settings for Gobias' SV for both water and beach but with a darker water mod installed. Notice how the shore appears pixelated and has a narrow beach (grid left on for reference purposes). Here's what happens when we change the default settings to my recommended settings. You can see the jagged effect along the shoreline is much reduced, although still present, and we have a nicer looking beach. We can also increase the beach width higher. A value of 10 tiles with the same height gives us this: Welcome to the pacific. *4b. Sealevel: It is possible to change the sea level in reader. For the basic user this is not recommended, but if you want to simulate a flood to take pictures of for your CJ this can be fun. Default is 250. Really advanced users can use this to tweak the appearance of their beach if erosion is enabled. 5. Miscellaneous Values There are a number of other things you can tinker with in the terrain properties exemplar. Here are the minor variables: Unwatered Terrain Color Unwatered Building Color Watered Terrain Color Watered Building Color Yup, you can change how things look in pipe view. Not that you want to spend any more time than necessary in pipe view, but tinkering can be fun. Each of these are variables have 4 values: one for each segment of the RGBA color. VolcanicAshLifeTime. Time (in microseconds) volcanic ash remains visible when you use the volcano disaster. Can be entertaining for a couple minutes. /shrug There are a number of variables related to the God Mode tools that you don't really need to touch. These will be self evident by their names. 6. A word about terrain textures As mentioned before, the actual assigning of textures from the terrain mod to the city tile can be a complex process. Tinkering with this is something best left to the pros, so if you really want to dive into the subject i suggest you track down the threads by Lowkee and Gobias at sc4devotion to dig in depth. This is just the briefest of overviews. Much like the 'tree table' in a tree controller, the terrain mod contains a 'terrain table' and can be found in the INI file. Like the tree controller it is 16 rows (elevations) by 16 columns (moisture). The moisture is a complex formula of slope, orientation (north and east facing slopes are drier, south and west ones wetter) and controlled by values in the Weather Tuning Parameters exemplar as well as proximity to water in the terrain exemplar. Elevation rows are 16 evenly distributed segments between the Min Height and Max Height properties. Each texture has a set of spread curves, or blending functions, for each zoom. You'll have to check Gobias' thread for more info on these, since I've never experimented with the blending curves and tiling factors. If you really want to experiment with terrain textures, then i wish you the best of luck. But, again, you should go look at Lowkee's and Gobias' threads for more (and much better) info since they're the pros. 7. HD Terrain/Rock/Water/Beach mods Here's a handy link list for all the HD terrain related mods out there as of writing this article: Terrain: (terrain mods may include their own rock, water, and beach mods which can be individually removed in favor of others) also be sure to grab their separate texture dependencies. Gobias' Sudden Valley. IMO the best terrain mod currently out, and what i currently use. Gobias' Berner Oberland. Designed to imitate the swiss alps, this terrain features more vibrant greens, making it more challenging to use. Lowkee's Appalachian Terrain Mod. The first truly great HD terrain mod. The browner tones make green flora really pop out (see Paeng's Mountainview CJ for glorious examples). Separate rock/water/beach plugins for it here. Search the LEX for Mac installer. Pyrenean Terrain Mod. Possibly the first HD terrain mod. Also my least favorite; does not blend as well with flora as the others. Rock: Shokthrpy's HD Rock mod pack. 5 Rock textures to choose from. I especially like #1, also #3 blends superbly well with Lowkee's Appalachian Terrain. Beaches: Gobias' HD beach pack 1. Feature 4 beaches to choose from: Nantucket, Cape Cod, St. Lucia, and Vancouver Island (which i currently use). Water: Shokthrpy's Brigantine 2.0 HD water. Based on the wave pattern of Pegasus' Brigantine water, also called 'the holy grail' of water mods. Shok has translated the wave pattern up to HD standards and included a range of colors to choose from. Gobias' HD water packs 1, 2, and 3. Each pack has 3 custom water types. Drunkapple/dobriver's water packs 1, 2, and 3. Each contains 6 water types to choose from. 8. Other Credit where credit is due: I learned most of this stuff by looking at Ennedi's work in his Ennedi Plays Shosaloza CJ And then started doing my own tinkering. Most of this really isn't anything new, i just felt there was a need to consolidate the information to make it readily accessible to the newer generation of mayors. As always a huge thanks goes to the crew at simpeg for all their help and support. Also mad props go to all the custom content creators that make such beautiful toys for us to imitate nature with. ~Cheers, blunder
  14. No he was not refering (sic) to that. I was 100% referring to that. Both to reinforce the point Matt made (which i quoted his summation of), and because in the immediately preceding post, you said: And just above it:
  15. This is a perfect example Matt. I agree 100% with Matt. Released BAT models are individual pieces of art. They might be great art, or they might not even be decent art, but they're someone's art, and that someone would not have released it unless he cared about it. Re-releasing a tweaked model without explicit permission is massively disrespectful and should never be ok. Relotting is taking someone else's individual pieces of art and incorporating them into a larger canvas. Using someone else's original model shows respect for the quality of their work. You could think of relotting as putting a different frame around someone's piece of art. For instance, updating a good model with ground/parking textures and surrounding it with flora prop models that didn't exist when the building was released. (The following is not going to sound nice, but i can't think of a way to make it sound nice, sorry. This is a statement, not an attack) Honestly, if someone has a vision of something they want in their city, but can't find a model (building or prop) that meets their needs or is "good enough," the solution is not to go tweaking someone else's model, no matter how small the adjustment might seem. The solution is to learn to BAT and build their own. Every single BATer and content creator started out this way; seeing a need or desiring something specific, seeing nothing existing in the community to fill it, so they stood up and made it themselves. Artistic integrity is about showing respect for the work of others. If someone doesn't understand that simple fact, they don't have that respect. As a creator, i wouldn't want my work to be in the hands of such a person. Just because other people have shown such disrespect in the past doesn't mean it should ever become OK. No. This (disrespectfully) makes their work all about your vision, and it most certainly is not. If their work is good enough to be used by you in your own vision, then use it. If it's not, and you can't find something that is, it is time to make your own. ______ This is a simple yet elegant solution. List some kind of GNU like license in the rules section for allowing reworking, and if an author chooses they can opt in by placing a tag in the webpage for the file: "this file released under Simtrop (GNU/commons) license yadda yadda"
  16. /Stumbles in. Hi All, i still pop in every 3 weeks or so, so if i'm tagged i will see questions. As @Jasoncw says it might be a bad export. In my experience the LOD for seawalls are a royal PIA, both for how the terrain pokes through and for how the seawall pieces will line up with each other. I don't really have any good advise about it, sorry; i took the easy way out by making the tile plop on the slope, and building the wall way out from the top edge of the slope by putting a walkway before the wall drops down. It is entirely a trial-and-error process to get it good enough.
  17. Q'PLAH! To the coming of spring! To the end of the season of cold. To the start of the season warm as a beating warriors heart. To the quest for honor and glory! But first, more blood wine while i sharpen my bat'leth...
  18. Agave Azul

    Version 1.0

    1,022 Downloads

    Agave Azul Company by: Blunder Description: ------------ The Agave Azul company is bringing tequila to your region with 8 lots: 1. Harvest Bins - I-m ploppable, 50 jobs, 3x2 - Location for agave field workers to drop off agave hearts to be transported by truck to the ovens. 2. Agave Ovens - I-m ploppable, 15 jobs, 3x2 - Brick ovens for backing the agave hearts prior to the fermentation process. 3. Distillery - I-m ploppable, 110 jobs, 5x4 - Facility where the agave is fermented then distilled into tequila and bottled. 4. Warehouse - I-m ploppable, 25 jobs, 4x3 - Where the tequila is aged in wooden barrels. 5. Shipping/Office - I-m ploppable, 90 jobs, 6x4 - Corporate Office for the Agave Azul Company. Last of the production lot and shipping depot. 6. Museum - functional museum, stats similar to default city museum, 3x3 - What was formerly the manor house of a past owner of the Agave Azul Company has been renovated into a small museum showcasing the process and history of agave and tequila. Includes a hugely popular 'gift shop'. 7. Restaurante Azul - CS$ ploppable, 75 jobs, 4x3 - Semi-Ritzy side of the company for larger population areas. Separating tourists from their money for 3 generations. 8. Cantina - CS$ ploppable, 40 jobs, 2x2 - On the intersection of 'middle of' and 'nowhere', an old rundown establishment that's seen better days. Tumbleweed and gunfights not included. ------- Menu Location: Landmarks (except museum, which is in edu) Item order: 1800 ------- Installation: Copy content into your game Plugins folder. Lots left as individual files so that you can delete any you don't want to save space. Dependencies: PEG MTP Super Pack (for some lot textures): Plex: http://www.simpeg.co...a=view;down=409 STEX: http://www.simtropol...mtp-super-pack/ Sim Peg Agricultural Mod, either the Mod itslef or the resource pack (for textures and props) SPAM MOD: Plex: http://www.simpeg.co...a=view;down=614 STEX: http://www.simtropol...tural-mod-spam/ OR spam resource pack for those of you who don't use the spam: Plex: http://www.simpeg.co...a=view;down=613 STEX: http://www.simtropol...-resource-pack/ BSC Mega Props RT Vol01 (for the buildings and most fences) LEX: http://www.sc4devoti....php?lotGET=398 Buildings as Props 1 ------- Credit: All the buildings are the work of riptide and found in the RT 01 prop pack. I created exactly zero of the buildings you see in this download, I just sat them on lots. A huge THANK YOU! goes to the community at simpeg, who offered insight, encouragement, and suggestions on this project, especially Paeng, abcvs, krio, shktherapy, docrorlatch, murimk, tariel, solsystem, and everyone else who gave input. Sim Surgeon Generals Warning: Drink and Play responsibly. Side affects of drinking and playing include loss of coordination, slurred zoning, memory loss, downloading oversized dependencies, and waking up in odd places. Do not U-Drive-It while drinking and playing. Women should not drink and play while pregnant. For drinking and playing sessions lasting longer than 4 hours, consult a physician.
  19. Sorry, i couldn't resist. The idea of having small (or not so small), introductory packages of custom content, repackaged and maybe even "remastered" is an excellent idea. I agree that for the health of the game and the community moving forward, this needs to happen in some capacity.
  20. Test: Or just copy over the BBCode text and hack the URL part of it off the front and back. Jeez im rusty at this interwebs community sharing thing. Thank you, sir.
  21. I believe right-click protection is turned on by default. So if you open up the gallery your pic is in, click the picture so it takes up the full screen (like a slideshow type view). On the bottom theres a little share button. It looks like a box with an arrow coming out of it. Click that and you get the base URL for the individual photo you can copy and then paste into the simtropolis UI. It has tools for the base URL, HTML link, or BBCode link, as well as letting you limit the resolution shared so you can preserve bandwidth (or discourage image theft. edit: i just did a little testing. linking my smugmug hosted photo was easy and working with both the base URL and the BBCode link. But when you click the photo it follows the link back to your smugmug site, so you might want to check your site permissions and be careful about what else you host there if you go with that route. I would share one of my landscape pics but my website isn't complete and im not ready for shameless self-promotion.
  22. That's only if you shell out for the whole year up front. If you pay monthly it's $35 per month. But i believe even the cheapest plan has unlimited upload and bandwidth. That said, i love smugmug. In the last two years i've gotten a nice camera and gotten into landscape photography. I'm hoping in the next couple months i can get a pollished website up and start to sell prints. (I have a couple 24" x 36" prints hanging in my office at work and they're flippin gorgeous.) Very pleased with smugmug so far on all levels.
  23. SimCoug's BAT Den

    What is THIS?!?!?!?! I could swear once upon a time you said you would never, ever, ever, never learn to BAT. Looking forward to where this leads: i like the signs project, it's a simple yet effective touch.
  24. SimCity 3000 for $2.49 at Gog.com

    Welcome to the nostalgia shelf
  25. SimCity 3000 for $2.49 at Gog.com

    Gog is awesome. Always wait for something to go on sale though. I've picked up all kinds of rpgs there for under $5 a pop on sale. Baldurs Gate 2, Neverwinter Nights 1&2, Dragon Age, Knights of the old Republic 1&2, Morrowind GOTY edition. And other old favorites: SC4, Riven, Alpha Centauri, Sins of a Solar Empire, etc. At $2-5 a pop on sale, it's worth it even if i only dink around with it for a week or two.
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