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Found 6 results

  1. Hello. My question is quick and easy with a long buildup. Question bit is below in bold for any people expert enough to have a crack at answering with minimal information I have in the past used the below guide to edit the parameters of my terrain mod, which is fantastic as without this guide i would be lost! In the guide, @blunder states the below: "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." //quote I set my value to .77 which indeed works brilliantly for retaining walls / reducing the jagged edge effect but the rocks do tend to appear everywhere as mentioned and making my attempts at nature look totally horrid. If i change the value to .60 for my exisiting, developed tiles and then load the tiles, will this work or break my save? - I ask because i first edited the values first time before starting work in a region and after i break it, it will be too late Edit: Gave it a go. World appears to be still on its axis and cliffs look nicer. Mods, if you can kill this post, please do so.
  2. Hi everyone, This has been bothering me for awhile since I usually zone industrial area at the edge, which means that to ensure the zone continuity in the adjacent city I'll have to zone industrial zone at the edge too or else it would look very unrealistic (yes I know it sounds a bit OCD) So what do you usually zone at the border of your city? Thanks for your answers!
  3. Black Soil Mod

    Version 1.0

    260 Downloads

    Hi guys, This mod changes the soil on your city edges to black. I was looking for something like this but couldn't find it, only this excellent mod; http://community.simtropolis.com/files/file/24051-oxisol-soil-mod and so I edited the images so they were plain black! Great for cross city tile stitching and mosaics! -Note: I did not do anything but change the colour of some .fsh files. All credit modding wise goes to Superhands. -Installation: Just download the .dat and copy/paste it into your plugins folder!
  4. Runamuck's Map Edges MOD

    Version v1

    470 Downloads

    Map Edges MOD..... Description..... Are you tired of the same old and drab Maxis edges on your maps? Then what you need is a little "Fixer-Upper" to see what the ground below might really be like! At least it's better than that concrete foundation look! This MOD has been developed and tested with Windows XP, running SimCity 4 Deluxe. Dependencies..... This MOD has no dependencies other than a desire for a better looking piece of ground. Installation..... Place this Mod anywhere in your Plugins Folder. Comments/Help/Information on Runamuck's Creations..... http://community.simtropolis.com/topic/60743-runamucks-creations/ https://sites.google.com/site/runamuckshooch/home - runamucks.hooch@gmail.com
  5. Hi, does anyone know how the following property affects the edge reconciliation process? 0x48cd7c00 Float32 EdgeReconcilliationSmoothingRadiusVsHeightDiff Specifiess the smoothing radius as a function of height adjustment needed the default values are 0,6,300,40 I am not satisfied with the reconciliation process which does not take into account what the height differences are along my borders. Even though the cells on the opposite side of the city border are already aligned in terms of height, the edge reconciliation process still wants to align them. I noticed and changed values for the property EdgeReconcilliationHtDifferenceThreshold but this seems to only affect the threshold at which edge reconciliation for the whole city will be tried. For instance, my belief is that if the value is set to 100, then the edge reconciliation process will only propose to reconcile if there is at least a difference of 100 meters with any other city's border. I want to affect the reconciliation process at the cell level, for instance, only allow the game to reconcile a particular cell if it's altitude differs by say 15 meters. Lower than this, the process should not proprose to reconcile this cell with the neighbouring cells... Any idea if it's doable? (I noticed that the 6 in 0,6,300,50 affects the radius in cells of the reconciliation process. So by default, when reconciliation occurs, up to 6 cells from the border will be affected. But changing this does not help. I don't understand the other values' use). Regards, Julien
  6. I came a across a tutorial for making straight edged coastlines (link: http://www.simtropolis.com/omnibus/_/simcity-4/tutorials/creating-straight-edged-coastlines-canals-and-r97), but this is extremely tedious, is there a mod that allows this to be done way faster?
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