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madtony26

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About madtony26

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  1. Great job on the limestone texture. Terrain Texture Tip: If you reduce the transparency of the image, it will cause the texture to only show up on the steepest parts and it will look a lot more realistic. The cliffs don't appear all the way from the river to the top of the ridges. Experiment with different transparency values to get the cliffy-ness you want! I worked on some KY river terrain for my Frankfort map and this made it look a lot more realistic. Keep up the good work!
  2. I've been meaning to get VS 2015 Community working, but haven't gotten around to it yet. In the meantime, Mono has been good enough for a small application like the one I'm developing. Mono is very similar to visual studio, but it will also allow you to build for multiple platforms including windows, android, and ios (yes, you can use mono to write ios apps in c#, but need a mac to compile)
  3. ^ That was it.. Danke, boformer! I am compiling in Mono, but switched to 3.5 and it started working again. I should be able to move forward again.
  4. The mod has not been "officially" released, so you won't see it on the workshop yet. It is open source, and the progress so far can be seen at https://github.com/madtony26/TreeMapper
  5. ^ Thanks for the suggestion, Judazzz. I would definitely be up for using tools created by other developers, especially if they work well and give a better user experience. I will give this a shot and let you know when I get past this current road block.
  6. Pease help!!!!! I've been stuck in a rut trying to add a simple dropdown list that lets the user select which tree they want to use for the import, and I'm not sure how to figure out what's going on. I'm getting the following error message on the Main Menu A Mod caused an error [ModException] Details: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetExportedTypes () [0x00000] in <filename unknown>:0 at ColossalFramework.Plugins.PluginManager+PluginInfo.GetInstances[IUserMod] () [0x00000] in <filename unknown>:0 at ContentManagerPanel.RefreshPlugins () [0x00000] in <filename unknown>:0 It only occurs after I add the following property to my TreeMapperUIPanel UIDropDown treeDropdown; I'm initializing it using the following, but I'm not sure that this code is even being hit in the Main Menu. It is called from the Awake() method override in the TreeMapperUIPanel treeDropdown = AddUIComponent<UIDropDown> (); Does anyone know why adding these two lines would cause the reflection error? I feel like it's probably an assembly conflict, but there's not even any info in the error about what couldn't be loaded. Is there any way I can tell where the assembly conflict is? This is a blocker to being able to release, so any help would be appreciated. In the meantime, I'll keep doing what I can to track it down! Thanks!
  7. Alrighty, I did an import on top of the Asheville, NC terrain. The map broke the 2 Million tree mark. It took about 15 -20 minutes after importing before the trees started showing up. Although, everything runs smoothly after that initial 15-20 minute hiccup. Here are some screens for your enjoyment.. I can probably add some basic highways/resources and post to the warehouse if anyone is interested in using he map.
  8. ^ Unlimited Trees is a must.. My Frankfort test imported just over a Million trees at three trees per pixel. Asheville may push the 2 Million limit at the same density setting. That's something I've thought about warning against during the setup or import process.
  9. Thanks for the response, Macronomicus. I will try importing the Asheville terrain and tree-cover when I get a chance (work and home schedule is pretty tight right now). l enjoyed reading your comment about Asheville's geological history. BTW, It's relatively close to me, in Durham.. although I used to live in Central KY, which is one reason I started with Frankfort as a test case. I visited Asheville a few years ago and loved the culture and landscape. Thanks, Judazzz! Those meticulous people were partially the inspiration for this (e.g. dedgren). The sparse tree-brush just doesn't look the same as their work. A mod will never be able to replace the tree-art that these builders can create by hand. However, this mod should allow for a good starting point to save builders from trying to re-create massive forests by hand. There will naturally be some touch-up after importing from the mod. Macronomicus, I like your suggestion and this would probably be one of the first updates made after the first release. At the moment no image files come into play. This saves the user a step of downloading the image from the server, putting it in the right location, and finding the image from the mod. Currently, the user provides lat/long bounding-box coordinates and the mod will directly connect to the web api to get the tree cover data and import the data onto the map. However, it would be a very simple addition to allow importing a color-coded image from your machine where each color is assigned a variety of tree. The workflow would be something like: 1. Select an Image from your machine. 2. Select a Tree from a drop-down list for each distinct pixel color. 3. Import!
  10. I am working on a mod for the Map Editor that allows the user to import real-world tree cover using a bounding box similar to that used in terrain.party. This mod will connect directly to the a Web API image server and automatically import the tree cover within the provided lat/long bounding box. The Earth's tree-cover can be browsed with a viewer at http://www.arcgis.com/home/webmap/viewer.html?url=http%3A%2F%2Fec2-50-18-182-188.us-west-1.compute.amazonaws.com%3A6080%2Farcgis%2Frest%2Fservices%2FTreeCover2000%2FImageServer&source=sd An early copy of the source is located at https://github.com/madtony26/TreeMapper Below is an example of the tree cover in Frankfort, KY: ... and the resulting forestry imported into the game: Here's what it looks like while importing trees into a flat map.. The importing process finishes almost instantly, but it can take several minutes for the game to update the Forest resource, which is somehow blocking the trees from rendering to the screen. I'm still working on understanding how that happens behind the scenes to speed things up (but even with the waiting, it's still faster than painstakingly planting the trees yourself. The density will be configurable. The following was imported using three trees per pixel from the image server, which looked great in the game. The trees were randomly placed near the pixel location, and the randomness will be configurable. The imported trees can also be used as a guideline for lining things up as they are in the real world. For example, the following interchange was easily replicated using the trees around it as a reference. Also, the highway path was easily traceable through the forest in the upper-right corner (below). The river that you can see in some of the pictures flowed nicely through a gap that could be seen in the tree coverage. I'm thinking about using Tree Mapper as the title. Some things I'm still working on before I can release the mod.. 1. Speeding up rendering the trees after they are first imported. The import happens quickly, but for some reason, they are not drawn until the forestry resource is calculated, which takes several minutes after the import. 2. Tree selection. Right now, it's hard-coded to use the tree you see in the images above. This will probably just be a simple drop-down selection. 3. Accuracy. Right now, the coordinate system doesn't match up perfectly with the terrain.party coordinate system. I read somewhere that the terrain.party author had some issues with higher elevation coordinates being off. To mitigate this, the user can provide an x-scale and y-scale that will stretch the imported trees to line up with the terrain.party terrain. 4. GUI polishing. Right now, it's pretty rigid. I want to get everything else working and clean up the user interface last. Need to add tree limit warnings. Development slowed down a lot, since I got distracted playing my Frankfort, KY map that I imported! The game is fun and will suck you in like that! I'll try to publish more updates and screenshots as I go. Lastly, any test cases/requests for cities to import tree coverage and terrain? I'd like to see how it will handle interesting cities that users would like to build on.
  11. Show us your Area view

    (deleted, double post)
  12. Show us your Area view

    Cincinnati! Great work !
  13. David.. I was following Twin Rivers Region before you switched to the "Jessamine" map, and was completely shocked when I saw that the spot where I grew up was included in your region. I marked the map below with a red star of the former location of my parents house on US 68, across from Cog Hill Lane. Our back yard backed up to a tree line, and our property beyond that line of trees was wooded and included the palisades all the way down to the river. I know the area between 68 and the river that contains Cog Hill Cemetary is currently known as Shakers Landing. Great job on US 68 on the map above.. it looks spot on! -Anthony
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