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Everything posted by Skippydam73
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One question I have is did they change how traffic reacts at a stop light. In 2009, Traffic moved one lane at a time, even if there were two or more lanes (such as avenues). Did they change that to be reflective of real life?
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Official Mapp Squad Discussion
Skippydam73 replied to huskerman007's topic in Mapping Community Room
Date: 4/11/2005 3:59:49 PM Author: MallowTheCloud Thanks for the info, Skippydam! I have been doing a lot of experiments with the mod myself. I don't use MicroDEM... but I do test the maps that I make with the mod to make sure the elevations/sea levels are correct. I will, however, make sure to keep what you said in mind. quote> No Problem Mallow..... The other feature you can do within the mod (Or make your own) is change the sea level to be further towards the bottom. That way you can create higher mountains. I believe SC4 goes about 3000 meters or close to it from top to bottom. I figured out that a sea level of about 20 was good because you can still see the whales and boats will go through with no problem. I have to go through and download the reader and such again so I may play with it. Using Micro dem is not too hard. Between here and Simcitycentral, there are some easy ways to use to to create maps. The hard part is going through and making your shorelines better formed. Keep up the good work on the maps... -
Official Mapp Squad Discussion
Skippydam73 replied to huskerman007's topic in Mapping Community Room
Date: 4/5/2005 4:37:31 PM Author: MallowTheCloud Thanks to Andy80586's wonderful mod, which I didn't even find until now, I can now use greyscale bmp files to import much larger mountains!!! I think I am going to update ALL my maps to be more accurate heightwise... this is definately going to take a few days. And the other problem is that anybody who renders a map by me in the future will have to have the mod. If the mod is required for a map, I will post a link to it there. Anyway, I have attached the file to this post just in case others would like to see the possibilities of it.quote> Mallow, You have to be careful using that mod with high mountains. If you do not change the sea level to be lower you can max out the mountains to be flat on the top. Its been a long time but I can not remember everything that i did messing around. From what I can remember, I was able to get very accurate maps with ones at sea level. Though once you get into the land ones, it changes everything. The second thing I remember is when using Microdem, you have to change the scale everytime to get it to fit. Goodluck though and I see it finally took off from when it was mentioned last year. Skippy -
Jeron, Very beautfully done... I like what you did with the map. The road/rail network is awesome and very realistic. I am going to keep watching this grow. Keep up the good work....
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Tired of creating above sealevel ponds tile by tile?
Skippydam73 replied to joerg's topic in SC4 BAT & Lot Workshop
Joerg, I have an interesting question for you. Are you going to be able to slope the water to give it the effect of going downhill? Or once you place the lot on a slope, it slopes for you? Welcome back and I cant wait to add this to the other lots you have out..... -
Just as an Idea Mike, Daeley, I think two cars would look the best. Here in Portland, OR, the Max line uses two cars. They have the small stations. Though I dont know in bigger cities for Trams how long of length they are. Food for thought.
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Date: 8/13/2004 2:09:04 PM Author: tragicomicus1 I would like to see a mod that makes the height map for new regions more exaggerated. In other words white being the highest point possible instead of 1/3 as it is now. If this makes sense to anyone.quote> This can be done. There are a couple of items in the terrains of Simcity Dat 1 that you can change. I have a mod at home I tested a while back but have not had a chance to continue due to work. The only thing is you have to use a map to get the terrain you want. I played with the settings but can only get the water level to be lower, not the land.
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Modding to enhance terrain importation
Skippydam73 replied to Andy80586's topic in SC4 Modding - Open Discussion
Well I see no one else really has tested anything. Before I started working this very long two weeks straight at work I was able to adjust the sea level with no problem. The only problem I did run into was lowering the land when starting a brand new region in the game. No matter all the numbers I played with I could not get the land to lower. The only way I could do that is by rendering a map. If anyone has been able to lower the land without rendering or clicking the lower god mod button, I would like to know. If anything else, I may abandon that effort and make a map for rendering. Any thoughts anyone? -
Date: 7/16/2004 8:32:28 PM Author: i like iamrobk's idea too, except that i think the on/off ramps should be in the middle so that they don't get in the way of people trying to drive off the road onto a lot (not an actual in-game issue, just a theoretica/aesthetical issue).quote> The only problem with that is how are they going to get onto another road that is perpendicular to the doubledecker? I would like to see off/on ramps like they have in Seattle on the Viaduct there. All the streets that connect to it are perpendicular to the viaduct and that you have limited options on connecting to it. Tropod, are those doubledeckers going to have the properties of the hiways so the zones do not try to catapult up to the upper deck like in your pic? Or are there limitations?
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Modding to enhance terrain importation
Skippydam73 replied to Andy80586's topic in SC4 Modding - Open Discussion
Date: 7/6/2004 11:23:56 AM Author: I really want to try this........quote> Dolfan, pm me your email addy and I will send the mod to you. Take a look above because the pixel shade is very important. The best thing to do is create a new map all over again. Thats what I would have to do. If you have any questions let me know.. -
Modding to enhance terrain importation
Skippydam73 replied to Andy80586's topic in SC4 Modding - Open Discussion
Date: 7/6/2004 11:10:55 AM Author: Date:7/3/2004 11:36:29 PM Author:Skippydam73 Andy was right, it really makes it look screwy. Enjoy all. quote> someone mention me? how does it look like me? quote> Screwballl, Cant you see the great resemblance in the terrain???? Haha -
Modding to enhance terrain importation
Skippydam73 replied to Andy80586's topic in SC4 Modding - Open Discussion
I ran a test on the two erosion exemplars last night with both lowered to 1 and I didnt see a difference as Andy said with his. But one thing I noticed was every two pixels on the very low side of the greyscale, like 6 or 7, the ground would rise considerably but level off on the next two pixels. I only noticed this with the lower ones under 15 I believe. Looking back at my map i do have some 6 and 7 in the flat areas down at the bottom. I think this will always be a visible issue due to the higher scale factor we have for the game. I am going to try to put both to 0 tonight and see what happens. If nothing, then I think this mod is ready to be released. -
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Date:7/6/2004 2:34:27 AM Author:Tropod @Skippydam73; Two-landed Ramps does sound like a good idea. The thing would be getting someone to make that in BAT [first]. I'm not sure what you mean with the 2nd thing there you mentioned. quote> Tropod, oh great master, hehe What I mean is instead of a cloverleaf from hiway to hiway why not a clover leaf from hiway to avenue. That way you can have free flowing traffic from the avenue onto the hiway in any direction and vice versa. If that doesnt quite do it Ill have to draw a picture.
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Date: 7/5/2004 5:37:10 PM Author: I downloaded this mod and can't get any of the pieces to work at all.. the pedestrian mall or any of the highway interchanges... the cursor just stays red.. am I missing something that I need in order for this to function? Thanksquote> Make sure you do not have any older mods of this or other mods used in the game to enhance the traffic. Anything like Darkmatters traffic mods or traffic cop. Any of those will cause conflicts.
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Tropod, Here is an idea I dont know if it can be added but how about two lane off/on ramps? We have those all over the Portland Metro area. This could be used with ones that have heavy traffic. What would be even better is create on ramps that have red/green lights for traffic control. Awesome job though on everything else. Oh... thought of another idea. I might have to draw but I'll explain. For on/off ramps from road/avenue to hiway, make them cloverleaf type style. I dont know how much room that would make but I think it would look really kewl.
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Official Mapp Squad Discussion
Skippydam73 replied to huskerman007's topic in Mapping Community Room
https://www.simtropolis.com/idealbb/view.asp?topicID=50123&pageNo=1&num = Ok, I just posted in that thread some testing I did today and came out with a way to only have one mod file for all accurate regions made for the game. I think it will work as I tested all day to get all the numbers close. With that, I believe it will change map making and make all the maps on the MEX obsolete due to the change in the greyscale colors. So Aronion or Dirk, with all that now possible to the maps, I was thinking if we could have some sort of designation so when people eventually download will know to have the mod or not. I say the mod is in testing so the changes are not needed right now. What do you think???
