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cpodurgiel

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About cpodurgiel

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  1. @qurlix - I have thought about the alpha maps, but haven't had a chance to try that yet. That would probably take care of the edges, but what about the texture it's self.. why is it so "large? Here's a copy of the exemplar that defines this tool. I have no idea what half of these do. I was just poking around when I discovered the effect of Comp1OperationID = 3 ParentCohort 0x00000000,0x00000000,0x00000000 Exemplar Type 0x00000010 Uint32 0 TerrainBrush Exemplar Name 0x00000020 String 0 SmoothingBrush Comp1TextureId 0x8A020200 Uint32 0 0x88F7A2AE Comp1AlignedWithMouseMoveDirection 0x8A020201 Bool 0 False Comp1Width 0x8A020202 Float32 5 100,60,40,25,10 Comp1Strength 0x8A020203 Float32 5 0.2,0.15000001,0.1,0.075,0.05 Comp1BaseTextureVal 0x8A020204 Uint8 0 0x00 Comp1OperationId 0x8A020205 Uint32 0 0x00000003 Comp1DecalTextureId 0x8A020206 Uint32 1 0x00000999 Comp1MaxDecalRotation 0x8A020207 Float32 1 0 Comp1MaxPlacementsPerCell 0x8A020208 Uint32 1 0x00000001 Item Icon 0x8A2602B8 Uint32 0 0x4A35B803 Item Order 0x8A2602B9 Uint32 0 0x00000028 CategoryGodMisc 0x8A3143B7 Uint32 0 0x00000000 User Visible Name Key 0x8A416A99 Uint32 3 0x2026960B,0x4A5E093C,0x4A5EA693 UIActiveCursorId 0xAA2ED804 Uint32 0 0x071E56FE UIIdleCursorId 0xAA2ED805 Uint32 0 0x071E5703 Item Description Key 0xCA416AB5 Uint32 3 0x2026960B,0x4A5E093C,0x2A5EA693
  2. Originally posted by: Karybdis You know I was just thinking.....maybe the texture pixelation could be solved by altering the resolution of the texture image. Like if a 256x256 image is pixelated, then maybe a 1024x1024 would not be. The logic being that perhaps it paints the whole texture across a finite amount of cells, say 8x8 cells, which would mean that the texture is scaled to fit that size.quote> Well, I've tried this now, and no luck. I've read you posts in much of the tacked R&D threads. You did such a great job deciphering the SC4 file types, I'm hoping you can help figure this out as well. I created a custom texture (256x256) And here's the result when painted. It's no so much that it's pixelated, but rather the image is repeated over and over on top of the other instances with a little displacement each time it seems. If you look closely you can make out the "4 corners" (where the colors meet from the center of the texture) in most of the "tiles". I hope that last paragraph made sense. It's difficult to describe.
  3. City Journal: Recreation of Atlanta

    I've also started a recreation CJ..."Recreating the Ozarks" If you need some help getting started, I'll share some of the methods I'm using to recreate my area. Most of my methods are posted on the first page of my CJ, including using Photoshop to layer different maps on each other for reference. I'm also using Topographic maps to help replicate the forested areas. When it comes to streets, I've found Google maps to be THE most helpful reference. When zoomed in all the way, the scale in the bottom right is 100 meters. In the game 6 squares = 96 meters. So I've created a ruler on paper that I hold up to the Google map, and count "squares" between roads. It's a bit of a pain switching between SC4 and Google, but this turned out to be the best method I've found for replicating the transportation networks. My city is very accurate because of it. I hope this helps. Good luck.
  4. .....maybe the texture pixelation could be solved by altering the resolution of the texture imagequote>Karybdis: That definatly sounds logical, when I get the chance I may play with that some to find out for sure. natuurzoon: I'd love to be able to release this tool, however anything that is "painted" is not saved with the city, so the next time you load that city, those textures are gone.
  5. The Sherfield

    Thank you all for you kind remarks, and suggestions! I guess I should get started on some more homes.
  6. The Sherfield

    Version 1.0

    2,754 Downloads

    This is my first BAT. I didn't notice a large variety of R$$$ buildings on the STEX, so here's my contribution. The Sherfield is a 4BR, 3BA, single family, brick home.Key features are the 4 car garage, two fireplaces, and vaulted celings. This R$$$ sits on a 3x4 lot. Bulldoze Cost 165 Wealth High Wealth Pollution at center Air Water Garbage Radiation 1 1 5 0 Pollution radii Air
  7. First, the good news, After more testing, I've discovered that changing the value of property Comp1OperationID to 0x00000003, and adding the following properties: Comp1DecalTextureID Comp1MaxDecalRotation Comp1MaxPlacementsPerCell (may not be necessary) allowed me to choose the texture that is applied. The texture must type 0x7ab50e44 (FSH) with a GID of 0x891b0e1a The IID of the texture is used as the value for Comp1DecalTextureID Now, for the bad news: 1) The texture is not "scaled" properly (looks very pixelated). 2) The textures applied are not saved with the map. Similar to the God Mode Rain tool.
  8. Thanks, My hope (and at this point it's only a hope) is that we could make paint custom textures, snow, tall grass, dirt, sand, etc.
  9. I hope this is news to everyone else, and I'm not repeating already known info. I've searched, and searched, and came up empty. I was messing around with the God mode terrain toos, and was able to produce this: I noticed the exemplar of the existing GodMode tools used Comp1OperationID's in the range of 0x00000000 through 0x0000000A however, the following were unused: 0x00000001 0x00000003 0x00000006 0x00000007 I modified one of the existing tools, changing the value of property Comp1OperationID (0x8A020205) to 0x00000007 It painted this texture on the landscape, however, I've yet to find a way to change what texture is painted. Anyone with more modding experience have any interest in this?
  10. Welcome back to Simtropolis!

    Originally posted by: beebs If you don't care, stop whining. God, what I would kill for an 'ignore user' function here... On a side note, the smilies appear to be back! quote> There is an "ignore user" function. It's on the "myForums" page. You'll find the link at the top of this page.
  11. Ardecila: I agree with your assesment of concrete vs asphalt. It's my understanding that asphalt expands and contracts better than concrete, and is therefore used more often in cold climate regions. I believe some municipalities choose asphalt for this purpose as well.
  12. Welcome back to Simtropolis!

    Since ST is going through some changes (Great work btw), and will probably be down again while these upgrades continue, I thought I'd share this tip with everyone.. If ST is down, and you need to lookup a previous post or something from the omnibus, a site specific google search. You can lookup google's cached version. Just add "site:simtropolis.com" (without the quotes) to your google search. If you're looking for NAM related posts for example, just search for "site:simtropolis.com nam" (without the quotes). Be sure and click on the "cached" link in the search results. Here's a link to google's cached version of the omnibus for example: http://www.google.com/search?hl=en&lr=&safe=off&q=site%3Asimtropolis.com+mode%3Domnibus Again, great job ST team!
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