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Found 17 results

  1. Alpine Sublime SC4 Region Map

    Version 1.0.1

    3 Downloads

    There are 2 folders, each with grayscale heightmaps, config.bmp and region.ini files ready to be placed in your User\ Documents\ SimCity 4\ Region folder. Render using CTRL+SHIFT+ALT+R, then navigating to the Alpine Sublime/BO folder and selecting the Alpine_Sublime_1025x897_MAXIS/GOBIAS.bmp file, OR, use SC4 Mapper to 'Create a Region' from a 'Grayscale Image'. The MAXIS version is made with height levels for most terrain mods. If you are rendering using the SC4 rendering function the resulting region view will reflect the terrain mod you have installed. If you are using a Gobias terrain mod the height levels are different so a special file has been made for the Gobias mods. Featured in the previews is the Gobias Berner Oberland terrain mod designed for the Alpine biome specifically of Switzerland. Both the SC4 Mapper program and the Gobias BO Terrain mod are located at SC4 Devotion on the LEX (Lot Exchange) SC4 Mapper 2013 (v1.0) Gobias Berner Oberland Terrain Mod (v1.0) ________________________________________________________ The World of SimCity 4 In SC4 sea level is about 225 meters from the sea floor. Each increment raises the terrain 50 meters, so at 5 increments sea-level is half under-surface and half above-ground. Add one more increment of 50 meters and you are on land at about 25 meters above sea level. Only by using the terra-former or a grayscale heightmap can you get the land down to touch the water and wade around in the wet sand. The Gobias Terrain mods, BO and Sudden Valley, change the increments from 50 meters to 100 meters, doubling them, so 3 increments from sea floor in Gobias is 300 meters, or (300-225) 75 meters above sea-level. The CPT Terrain mods, Columbus, are consistent with the Maxis vanilla terrain so no adjustment is needed to compensate for the higher elevation of ground level above sea-level. The grayscale range from 0 to 255 covers about 1200 meters above sea floor (24 increments x 50). Subtract 5 increments below sea level (19 x 50) gives you about 900 meters of height above ground. The full depth of the SC4 block of space is (62 x 50) 3100 meters or about 3 kilometers high, about 1-third of the highest mountain on Earth. SC4 was designed to represent building construction, not geological topography. The tallest building in the world is near 900 meters, and the tallest mountain is about 10 times as high. For persepctive, look up a mountain you know that is in the 1000 meter range to get an idea of how SC4 renders topography. If this is not confusing enough then consider the explanation I give for the scaling in SC4 3D Space in my SC4 Earth Maps Grayscale and SC4M Maps file. The difference in scaling is between fitting SC4 into the real world and fitting the real world into SC4. Therein between, is the wonderful world of SimCity 4. ________________________________________________________ Special thanks to @CorinaMarie for continuing inspiration and study of the joy of SC4 Mapping. Here, I will, hopefully, soon link this file page to another major mapping project.
  2. In a recent convo with @Cyclone Boom I found out he was deeply puzzled (as we've all been) about why that formula for the size of a grayscale image has to have the +1 on the end. (Number_Of_Small_City_Tiles * 64 +1) It turns out to simply be a programming shortcut to create much more readable code. Let me explain. A grayscale image is simply a two dimensional array of data. Internally SimCity 4 numbers them from the lower right corner for the grayscale image. Here's a small sample pic so you get the idea: Let's just examine a single large tile in the game. That's 256 x 256 tiles which corresponds to 256 x 256 pixels in a grayscale image (but has to be 257 x 257 to work). If the colored pixels were placed so they started in the very corner then because subscripts for arrays start at 0 then the last pixels would be in position 255. So, the programmers always create an array one pixel bigger each direction and consider the starting corner as position 1,1. (This is a carry over from grayscales for rendering a map in SimCity 3000, btw.) This means that code that might look like this: for (i=0; i<=Width-1; i++) for (j=0; j<=Height-1; j++) Do something with Array[i][j]; /* This line paraphrased */ } } Can now look like this: for (i=1; i<=Width; i++) for (j=1; j<=Height; j++) Do something with Array[i][j]; /* This line paraphrased */ } } And by eliminating the need for all those start at zero, Width - 1 and Height - 1 in the code it makes it easier to read, understand, and update. To show that the game ignores the far right column and bottom row I created a 257 x 257 grayscale image with a one pixel white border all the way around. It's shown here placed on a black background and zoomed up in size so you can see what I mean: And rendered in game: See how it ignored half of the white pixels? So, the mystery is solved. They did it to make their own code less cluttered.
  3. Temere Locus Full

    Version 1.0.0

    331 Downloads

    Introducing Temere Locus Full, the 4th map in my could-be-a-real-place-but-isn't series. This is a SimCity 4 region I created using the Offline Planet Map Generator. (If you want the program, scroll down there and it's the first linky under the pictures. Get the one that includes the source code because that also has the color table files.) I used 942669825 seed number and magnification set to level to 1.0. To avoid having to adjust the gamma color level in GIMP I set the -i parameter to -0.051 for creating the grayscale image. (This adjusts the initial altitude for the sea level as seen by the Planet.Exe program.) Here's the complete command line I used: Planet.Exe -X -pq -s 0.942669825 -m 1.0 -C Greyscale.col -w 3073 -h 1536 -i -0.051 -o 942669825-08-(12x6Lg)-SC4Gray.bmp ^ If that line wraps it's not supposed to when you do that at the Dos command line. You might notice the height parameter is set to 1536 even tho we want 1537. This is because otherwise the program will create a single pixel white row across the top which turns into a wall when rendering in SC4. So, once the grayscale was generated I pulled it up in GIMP and scaled it to 3073 x 1537. (This is the size for 12 x 6 large city tiles (72 total). Then I added Gaussian Blur of 15.0 both horizontally and vertically to make the rendered map more slope mod friendly. And finally, I set the mode to true grayscale before saving it. Additionally, I modified the Columbus Terrain Mod 2 by setting MaxBeachWidth to 0x9 and MaxBeachAltitude to 9. I feel this defines the coast lines better. The pictures above are: Simulated SC4 height map as seen in game of the mini map with All Off and Zones data views. Same as # 1 with Contour Lines added. Mollweide projection as if this were a planet (cause it looks cool) Satellite view from Region Census Traffic view from Region Census To use: Put the three files in a folder called Temere Locus Full under your Region folder of SimCity 4 in your Documents. Then simply render in game with Shift+Control+Alt+r from that region screen like any other grayscale import.
  4. Temere Locus

    Version 1.0.0

    50 Downloads

    Introducing Temere Locus, the 3rd map in my could-be-a-real-place-but-isn't series. This is a SimCity 4 region I created using the Offline Planet Map Generator. (If you want the program, scroll down there and it's the first linky under the pictures. Get the one that includes the source code because that also has the color table files.) I used 942669825 seed number and magnification set to level to 2.0. To avoid having to adjust the gamma color level in GIMP I set the -i parameter to -0.051 for creating the grayscale image. (This adjusts the initial altitude for the sea level as seen by the Planet.Exe program.) Here's the complete command line I used: Planet.Exe -X -pq -s 0.942669825 -m 2.0 -C Greyscale.col -w 1537 -h 1536 -i -0.051 -o 942669825-SC4Gray.bmp ^ If that line wraps it's not supposed to when you do that at the Dos command line. You might notice the height parameter is set to 1536 even tho we want 1537. This is because otherwise the program will create a single pixel white row across the top which turns into a wall when rendering in SC4. So, once the grayscale was generated I pulled it up in GIMP and scaled it to 1537 x 1537. (This is the size for 6 x 6 large city tiles (36 total). Then I added Gaussian Blur of 15.0 both horizontally and vertically to make the rendered map more slope mod friendly. And finally, I set the mode to true grayscale before saving it. The pictures above are: Simulated SC4 height map as seen in game of the mini map with All Off and Zones data views. Same as # 1 with Contour Lines added. Satellite view from Region Census Traffic view from Region Census To use: Put the three files in a folder called Temere Locus under your Region folder of SimCity 4 in your Documents. Then simply render in game with Shift+Control+Alt+r from that region screen like any other grayscale import.
  5. Mons Lacus Jr Map

    Version 1.0.0

    123 Downloads

    This is a SimCity 4 region I created using the Offline Planet Map Generator. (If you want the program, scroll down there and it's the first linky under the pictures. The one that includes the source code because that also has the color table files.) I used the same seed number as my previous 64 large tile Mon Lacus Map, but this one is a portion of that map having 4 x 4 large tiles (16 total) for peeps who like smaller regions. I used the same 14937910 seed number as before, but I set the magnification level to 2.0. This carves out the middle section horizontally and does not require the vertical stretching that the zoom level 1 does. Also, to avoid having to adjust the gamma color level in GIMP I set the -i parameter to -0.051 for creating the grayscale image. (This adjusts the initial altitude for the sea level as seen by the Planet.Exe program.) Here's the complete command line I used: Planet.Exe -X -pq -s 0.14937910 -m 2.0 -C Greyscale.col -w 1025 -h 1024 -i -0.051 -o 14937910-SC4Gray.bmp ^ If that line wraps it's not supposed to when you do that at the Dos command line. You might notice the height parameter is set to 1024 even tho we want 1025. This is because otherwise the program will create a single pixel white row across the top which turns into a wall when rendering in SC4. So, once the grayscale was generated I pulled it up in GIMP and scaled it to 1025 x 1025. Then I added Gaussian Blur of 15.0 both horizontally and vertically to make the rendered map more slope mod friendly. And finally, I set the mode to true grayscale before saving it. The pictures above are: Lefebvre2 color scheme with contour lines Satellite view from Region Census Traffic view from Region Census My first second third fourth draft of creating my own color table for the program. It's supposed to be similar to the collage of the data view topographical maps I did for the other map, but without me having to do all that tedious copy and precision pasting. Note: It will show more fine detail because this is before the rendering and does not take into account the merging/averaging that SC4 does when rendering. The water will also show more detail for elevations. Those (tho averaged in rendering) are still there, but the color ramp for the mini map doesn't have enough divisions to show them. To use: Put the three files in a folder called Mons Lacus Jr under your Region folder of SimCity 4 in your Documents. Then simply render in game with Shift+Control+Alt+r from that region screen like any other grayscale import.
  6. Mons Lacus Map

    Version 1.0.0

    275 Downloads

    This is a SimCity 4 region I created using seed # 14937910 at the Planet Map Generator site. I created the largest zoom level 1 square map it allows which turns out to be a 1000x499 pixel rectangle. In GIMP I then resized it to 2049x2049 pixels. (Proportional distortion doesn't matter since it's a random map.) Then I adjusted the gamma level so the water and land were closer to the original color image. I added Gaussian Blur to smooth it out to make it much more slope mod friendly. The included Config.bmp is 32x32 pixels to give an 8x8 large tile region. (64 large tiles total.) The pictures above are: Lefebvre2 coloring Lefebvre2 coloring with contour lines every 10 Traffic view from Region Census Satellite view from Region Census A collage of the topographical maps from the data view of each city tile (useful for overall transit network planning) Same map if it were half of a planet (cause it looks cool) Globe with contour lines too Satellite view in game of how mine looks atm (showing a small portion of the whole region) Traffic view in my game atm To use: Put the three files in a folder called Mons Lacus under your Region folder of SimCity 4 in your Documents. Then simply render in game with Shift+Control+Alt+r from the region screen like any other grayscale import.
  7. SC4 Earth Maps Grayscale and SC4M

    Version 1.2.0

    391 Downloads

    5 Various maps of the Earth for rendering in SC4, and including one SC4M file. MAP FILES INCLUDED: Folder: Earth Grayscale Heightmaps 01_Earth_257x257_1x1_Signature.bmp 02_Earth_513x257_1x2_Hemispheres.bmp 03_Earth_513x513_2x2_Squared.bmp 04_Earth_769x513_2x3_Continents.bmp 05_Earth_769x513_2x3_Relief.bmp All files listed above and below are in the same sequence as the previews. Folder: Regions Earth Signature 1x1 Earth Hemispheres 1x2 Earth Squared 2x2 Earth Continents 2x3 Earth Relief 2x3 The following text is contained in the zipfile in readme.txt and HTML. INSTALL the REGIONS Folder: SC4M Earth 2x3 Relief I have included an .SC4M map of the '05_Earth_769x513_2x3_Relief' map in a new folder. To load the map in SC4 Mapper, click on 'Create Region' and select 'Grayscale'. SC4 Mapper creates the city files and a config.bmp file by default, but not a region.ini file. A region.ini file is included in the folder which may be cut and pasted into the Region folder SC4 Mapper creates. Included above are 2 new previews (to the right) showing an image from SC4 Mapper, and the rendered map in 'SC4 Region View.' FOR ALL OTHER MAPS using the SC4 in-game Map Renderer From the unzipped 'Regions' folder select any or all of the sub folders, cut and paste into your user '/Documents/ SimCity 4/Regions' folder. Each of the Regions will then appear in your 'Region' menu in the game with the same name as the folder. Each folder contains a region.ini file and a config.bmp file, defining the name and layout of the region. The 'Earth Signature' region is a 1x1 large city tile, containing only one large blank terra-formed tile. This folder also contains 1 city file (662k) named 'City - New City.sc4'. This region does not have to be rendered and may be viewed and used immediately in the game. The city has not been 'Start'ed so is still named 'City - New City.sc4'. All other region folders only contain the region.ini and config.bmp files, the maps must be rendered in SC4 region view using the included grayscale heightmaps in .bmp (256 indexed grayscale 8-bit) format. The grayscale heightmaps in this package were hand designed for use with the SC4 in-game map renderer using a popular color relief map. If you use SC4 Mapper or Terraformer, smoother surfaces and smaller file sizes may be achieved, but elevation interpretation is different, generally the water level is one increment shallower, some land area may go under. Instructions for rendering the maps with SC4 can be found at the bottom of this page. SCALING in SC4 3D SPACE: The maps are not proportionally scaled either horizontally or vertically, they only represent a general idea of area and height. Horizontally, the term 'tile' is used for both the grid of squares in the city view and the grid of cities in the region view. One city view tile is 16m x16m, and one large city tile in region view is 4km x 4km. Grid lines in city view may be toggled on/off by pressing the 'g' key. Grid lines in region view may be switched on/off by checking/unchecking 'Show City Boundaries'. Vertically, buildings are scaled in (cubic) meters, but land area and elevations are more often very disproportional. In my 'Earth Relief' map one increment of land in region view is about equal to 1800m, so 5 increments from sea level is the highest point on Earth at near 9000m. There are 62 (62 x 1800m) increments from the bottom of the sea in SC4 to the top of its 3D space, sea level cannot be raised or lowered from its 6 increment setting. In terms of my 'Relief Map' then 6 x 1800m is the deepest surface below sea level at 10,800m, almost 11 kilometers. Actual scientific measurements indicate about the same depth. Consistently, the top of SC4 space is (62 x 1800) 111,600m, about 112km above the solid surface of the Earth. Objects below about 160km in orbit are considered to be below "Low Earth Orbit". The International Space Station orbits at about 3 times the height of SC4 space in the same spherical area defined as the 'Thermosphere' of the Earth. INSTALL INSTRUCTIONS: 1.) Launch SC4. In Region View use the Load Region scroll menu to locate and open the region you want. 2.) In Region View press CTRL-ALT-SHIFT-R. You should now have a window in the top-left corner. 3.) Navigate to the 'Earth Grayscale Heightmaps' subfolder in the unzipped 'SC4 Earth Maps 256 Grayscale' folder. 4.) Scroll to the bitmap (.bmp) corresponding to the region you have selected and click 'Okay'. (The exact file names of the region and map must match) The simulator should begin processing the map. If successful, you will see the region with city layout. The processing takes from a few minutes to several minutes to complete. --/--
  8. Australia

    Version 1.0.0

    1,147 Downloads

    Map of Australia. Zip contains greyscale, SC4M and config file. All large cities.. Lots of them.
  9. South America

    Version 1.0.0

    1,848 Downloads

    Map of South America. Zip contains grayscale, SC4M and config file. All large cities.. Lots of them.
  10. North America

    Version 1.0.0

    3,499 Downloads

    Map of North America. I have spent the last week trying to add rivers but end up raising the land level after every render, see the last screen shot. I have tried a few different things with no success, if anyone out there has an idea, please let me know.
  11. Version 3.0.1

    375 Downloads

    These are 7 region maps, each of the maps are hand drawn using MS Paint, optimized for city-building and sea-faring networks. Folder/Map Names (in order of previews): 1.) Atlantis Cosmos: An interpretation of the circular layout from the story of Atlantis which is reversed from isometric to show a facing circle. 2.) Atlantis Paramecium: An elipsoid interpreted as a paramecium bacteria 3.) Atlantis Velociraptor: A zig-zagged variation of the first map I made imaged as a velociraptor. 4.) Atlantis Point: A map adapted from a picture of a face which shows the forward isometric projection. 5.) Atlantis Networks: A single large tile region based on a computer chip. 6.) Atlantis Meadows: A 4-leaf clover. 7.) Atlantis Channels: A 9 large tile region with a few smaller tiles which see-through to the region background, especially designed for building an elaborate ferry network through inland channels. ___________________________________ Atlantis Cosmos inset picture: The elliptical picture in the top left of the preview is the image generated by the Planck mission showing the cosmic microwave background when the universe was 370,000 years old. About Atlantis: Atlantis is a fictional island world from Ancient Greek mythology, initially popularized by the philosopher Plato who compiled modern ethics and ideals into his revised stories of Atlantis. It is said that Atlantis may have existed somewhere in the center of the Atlantic ocean, or it may refer to real islands that exist today. ___________________________________ INSTALL: For 3 of the maps this download includes both an .SC4M file, and an 8-bit .bmp, 256 grayscale indexed heightmap, config.bmp and region.ini files for each region map. Each region is in its own folder ready to be placed in the regions folder under your user documents SimCity 4 folder. Follow the instructions in the included readme.txt file. If using SC4 Map Maker or TerraFormer follow instructions for those programs. The SC4M versions are contained in the SC4M folder in this download. _______________________________________________________________________ EDIT Feb 28, 2017 An alternate Atlantis map can be found below. The grayscale can be rendered in SC4, or loaded into SC4 Mapper. The map below may be considered to be more specific to the story, or at least to the popular versions of it. Its a flat map made up of concentric circles divided into sections. For more info and discussion of methods of map-making and installing see: C.O.R.I.M.A.P.S. - A Tutorial for SimCity 4 by @CorinaMarie For more of my novelty region maps see: SC4 Novelty Region Map Collection
  12. Dove Islands

    Version 2.0.0

    147 Downloads

    This map began with a modelled picture of a dove, and was processed into an 8-bit 256 indexed grayscale. It was discovered that although a grayscale height-map could be 8-bit and 256 shades of gray, it must also be 'indexed' specifically as a grayscale image otherwise SC4 will simply render a flat region. Thanks to @CorinaMarie for investigating the format and rendering the image into the initial dove-shaped island landscape. From there, I developed the 'Dove Islands' region theme with a city layout (config.bmp). Included in the zip-file is the preview image, install instructions (readme.txt), the Dove Islands region height-map, config.bmp, and region.ini file. Also included is a file for the cloud background in the preview. The 'region_bg_1-clouds.dat' may be placed in the Plugins folder where the game is installed. For more about creating grayscale heightmaps see: C.O.R.I.M.A.P.S. - A Tutorial for SimCity 4 Install: 1. Place 'Dove Islands' folder in user account Documents/SimCity 4/ Regions folder. 2. Load SC4 and select 'Dove Islands' region 3. In region view press CTRL+SHIFT+ALT+R and navigate to Grayscale Heightmap subfolder. 4. Select Dove_lslands_513x449.bmp 5. Wait for SC4 to render the map and create the city files.
  13. Coriland 2.2 Map

    Version v2016.07.01

    695 Downloads

    Some of you might remember my first rendition of this map in Finally Made a Map I'm Happy With. I've since discovered new things I can do in my antique Photoshop Elements and now I've smoothed it out a considerable amount. While it certainly isn't pancake flat, I do feel it's much more buildable and it transitions well to the hills. The 1st screenshot above is shown fully painted with vanilla Maxis trees. The 2nd screenshot is the transportation view with boundaries. (If you use my included Config.bmp.) The 3rd screenshot is the grayscale from which to render this region. This region is 12x12 pixels in size which equates to the 769x769 grayscale image. I prefer this size cause I can see the entire region when I load it using 1600x1200 resolution. There is no Read Me file since this is like any other grayscale map that you render in game. See How to Install a Map From the STEX.
  14. SC4 Novelty Region Map Collection

    Version 2.1

    160 Downloads

    This file includes a collection of novelty region maps for SC4. There are 4 regions in this package, each one is an 8-bit grayscale indexed bitmap, the 'Donut Mesa' and 'River Valley Delta' also include SC4M files which may be opened and installed using SC4 Mapper or Terraformer. Upon installing the region folders the regions will appear at the bottom of the list in-game as they are each named with a leading 'z' in the 'region.ini' file. z Bridge Loop Plains z Donut Mesa z River Valley Delta z Tileset Metro Bridge Loop Plains ----------------------------------- A map specialized for connecting large tiles through bridges and tunnels on small tiles in-between. This may correct the Eternal Commuter Bug, or it may just be a great map for building visual networks and large cities. Donut Mesa ----------------------------------- This is the original novelty map I made when I first studied map-making in SC4. I began by drawing a 'config.bmp' in the shape of a donut and then enlarged it to grayscale map size, painting the elevations by hand in MS Paint. This map now includes an SC4M version. At that time I wrote a tutorial on map-making which was included in the map package, but is now published on Simtropolis linked HERE: River Valley Delta ----------------------------------- Many major cities in the world throughout history are built on delta lands near the ocean. Here's a blank one to start your own civilization. The map was drawn and lightly contoured using MS Paint. Tileset Metro ----------------------------------- This map is similar to the map layout in SimCity 3000. There is one central large tile with 4 large tiles on each side of the square. I originally designed this map to demonstrate the 4 tile-sets in SC4. For a complete inventory of each tile-set see the 'SimCity 4 Building Index' HERE: The four tilesets are: Chicago 1890, New York 1940, Houston 1990, European Contemporary __________________________________________________________________________ Indexed Grayscale Height-map This region folder includes a demo of the indexed grayscale heightmap showing the water and land heights rendered according to the indexed shade of gray used. Also showing the best land heights for building bridges. The original demonstration can be found on Simtropolis linked HERE. Also featured in the Simtopical section HERE ___________________________________________________________________________ SC4 Mapper The folder named SC4M contains files for the 'Donut Mesa' and 'River Valley Delta'. These files were made using SC4 Mapper. INSTALL instructions are in the readme.txt and html file in the zip package. ___________________________________________________ Thanks to @CorinaMarie for some helpful critique, technical details and editing on this project. For more discussion of methods of making maps see: C.O.R.I.M.A.P.S. - A Tutorial for SimCity 4 ____________________________________________________ NOTE: The grayscale height-map could be 8-bit and 256 shades of gray, but it must also be 'indexed' specifically as a grayscale image otherwise SC4 will simply render a flat region. ____________________________________________________ More of my novelty regions maps...
  15. Coriland 4

    Version 2016.06.16.19.44

    1,152 Downloads

    This is just another map where I'm trying to create a cross between real world hills and valleys without going overboard on mountains. I've included the screenshots, the grayscale (from which to render this region), and a Config.Bmp in the zip file. There is no Read.Me file since this is the same thing one does with any grayscale map image. The pics above are: Region View covered with Maxis Trees Region View showing land and Tile Borders (if you use my config.bmp) The Grayscale to render from One of the five Large City Tiles Another of the five Large City Tiles In that last pic I'm showing the sandbank and reef that's just slightly under water. My idea is that when the city finally needs more area this land can be raised using mayor mode tools and then built upon. The grayscale image is 769x769 pixels which corresponds to the 12x12 config.bmp. I favor the smaller regions cause I like to be able to see the whole thing on my tiny monitor. You can, ofc, simply resize the grayscale and create an appropriate sized config if you like.
  16. I have a problem when I try to import grayscale .bmp images to the Shift+Control+Alt+R box, I always find the file correctly, but when I click OK, the box disappears and nothing happens. Does anybody know what to do from here? EDIT: I followed this site: http://www.sc4ever.com/knowledge/showarticle.cfm?id=1103
  17. Evening, all. I'm curious to know whether this bug has been experienced by any other users and whether there is a solution. I have attempted to render several custom regions. When completed, I encounter this issue, circled in red: It may be worth noting also that land edges are also of low quality. As far as I can determine, this has happened only with regions downloaded to this computer from the STEX. Regions downloaded and rendered prior to reformatting my hard drive, and copied to this installation of SimCity 4 show no such anomalies. Might it possibly have something to do with the low quality of grayscale JPGs used to render the regions in-game, or perhaps some kind of compression occurred when the grayscale JPGs were downloaded thus reducing the image quality? I'd much appreciate your thoughts on this. Mod Edit: This topic is too old to bump, so I'm adding this for anyone who runs across this thread while researching a similar problem. I've explained the cause in this post. -Cori (Staff Moderator)
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