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Found 6 results

  1. Many of us are familiar with the common BAT-making convention of increasing the scale of the heights of custom buildings by some 133%, particularly for doing real-building recreations. Doing so offsets the visual squashing effect of SimCity 4's axonometric view, whose foreshortening is most severe and apparent on an object's height components when rendered. This foreshortening is an inherent aspect of this type of constructed perspective view, and the effect is solely visual--a discrepancy between the abstraction of the constructed false-perspective and our understanding of what it should naturally look like. Jasoncw's example BAT cube of 1m x 1m x 1m without any height rescaling will not look like a cube when exported into the game, but will instead look like a 1m x 1m square box that was only roughly 0.75m high. The 133% adjustment to the height scale before rendering compensates for the height foreshortening visually perceived after rendering, so that our cube in game remains looking proportionally cubical. Everything rendered into the game's axonometric view will primarily have its height components foreshortened by the inherent mathematics of the axonometric view, and we commonly compensate our BATs and props beforehand with the 133% height adjustment so they don't look squashed after rendering. However, map terrain too should also be affected by height foreshortening when it is rendered. This is not really an issue for those making freeform maps using imported painted maps or in-game map tools where the heights of mountaintops are already chosen by how they visually appear, but what to those making real-world maps and importing DEMs with a specific target for certain terrain heights and map proportions do? I know the game and its query tool will identify terrain with in-game elevations, and DEM grayscales can be pegged to these specific elevations, but will any of these be visually or proportionally correct after the axonometric foreshortening? Suppose I imported a DEM with a hill set to be treated by the game as rising 100m high above the game's sea level, and then used in-game map tools to create another hill queried as rising 100m high above the game's sea level. Further suppose I made a BAT building that was 100m x 100m x 100m cube whose height was then rescaled by 133% before rendering so that it remained proportionally cubical in game, and this cube was then plopped into the game at the game's sea level. Would the two hills and the BAT cube visually appear in the game to all have the same heights, or would either or both of the hills visually appear shorter than the cube? I guess I've laid out the experiment...has this been done already, or does anyone already know what might be the results? I ask all this because I often come across real-world-sized maps where the elevations still just look too flat, or am working with maps where the elevation levels are not leaving me the expected visual clearances. Part of this I'm sure is a personal bias while another part is just imperfect available map data while playing with toy-sized objects, but I wonder how much is from a need to visually compensate for the game's abstracted perspective. Now that I am finally tinkering with my own real-world-based maps, I wonder if and how others have dealt with this.
  2. Bogotá, Colombia.

    Version 1.0.0

    509 Downloads

    This is the map of Bogotá, Colombia. Bogotá is the capital and most important city of Colombia. About 6.700.000 people live there. The size of map is 14x16 This mapis of imagen satellital DEM, TIFF. - INSTALLATION 1. Unzip the file. 2. Open SC4Mapper. If you don't have the SC4Mapper you can download it here. 3. Choose "Create Region" and last "SC4M", search the file and open it. 4. When the file is open, you can modify the cities or go to "Save Region" and save it. 5 . The region is ready. Open the game, search the region and to play. Este es el mapa de la capital de Colombia, con 6 millones de habitantes. El tamaño del mapa es 28x20 Este mapa es creado de una imagen satelital TIFF, DEM. - INSTALACIÓN. 1. Descomprimir el archivo. 2. Abrir SC4Mapper. Si no tiene el SC4Mapper, puedes descargarlo aquí. 3. Escoge la opción "Create Region" y despues "SC4M", busca el archivo y lo abre. 4. Cuando el archivo este abierto, puedes modificar las ciudades o ir a "Save Region" para guardarla. 5. La región ya está lista. Abrir el juego, buscar la región y a jugar.
  3. Hong Kong

    Version v1.0

    12,091 Downloads

    Hi everyone, here is a map of my invention based on the Honk Kong area. It is 22 x 22 km based. I play with it and i like it very much the area. Hope you like it.
  4. Knoxville

    Version 1.0

    612 Downloads

    Based on the real elevation data for Knoxville, Tennessee. The various interstates have been added including the full interchanges (as close as I could get them to the real ones). Airplane connections added, a little fertile and plenty of forest. Enjoy!
  5. Solis Planum

    Version 1

    383 Downloads

    Hello simtropolians. I present to you my third upload, a map of the martian region Solis Planum, or Solis Plana. Solis Planum is a plain in Mars, at the south of Valles Marineris and at the southeast of Arsia Mons, it is part of the Tharsis region, a complex of plains, mountains and faults, where Valles Marineris and Olympus Mons are located. This map was made from a grayscale map extracted from a site of the USGS, Map-a-planet, with a topographic map made by MOLA, Mars Orbiter Laser Altimeter. About the region. It has 32 cities, all of them big cities, in a rectangle of 8x4 big cities. The zip, 10.7 MB, files contains two folders: >Solis Planum (root): Solis Planum.png, a look with the Mars terrain, with Terraformer 1000 Mod in Sand Desert Terrain. Solis Planum with city boundaries.png, a look from the SC4 Terraformer. >>Grayscale: config.bmp, the cities configuration for the grayscale. solpnum.png, the grayscale map of the region. >>Terraformer: config.bmp, the cities configuration for the SC4 Terraformer. solisplanum.sc4m, the file with the map for SC4 Terraformer. TemplateCopyright.html, an html file for the SC4 Terraformer. Installing the region There are two ways to install the region, using SimCity4 or SC4Terraformer: Classic way, using SimCity4: Create a folder in Regions with the name Solis Planum, or another name. Copy the config.bmp and the grayscale map, solpnum.png, located in the folder Grayscale. Then run SC4, open the region and then load the grayscale with ctrl+alt+shift+r. This is the suitable way if you want it for SimMars. Using SC4Terraformer: create a folder in Regions with the name Solis Planum, or another name. Copy the config.bmp, solisplanum.sc4m and about.html. Then run SC4Terraformer and load the region folder, go to Global Tools and select Import image, select the file solisplanum.sc4m in the folder region and load it. Modify it as you want and save it. Notes Maybe you will note that there are some water bodies in the region, principally at the south and the east, an arc of mountains at the center and a plain at the north. The level 0 of the map probably is is a datum based in the triple point of the water, at 610,5 Pa of presion and 273.16 K. SC4 terraformer can raise the terrain to got a more mountainous looking or reduce the terrain level to got a more marshy looking. Just go to Global Tools > Raise/Lower Terran and write a value between 0 to 50. Also, for Linux users using SC4 with Wine on Gnome Shell or Cinnamon is recomended to disable screencast of the desktop, that is activated with the combination ctrl+alt+shift+r and interferes with the game, that doesn't allow to load the grayscale map. You can disable screencast with the keyboard settings under System Settings > Keyboard > Shortcuts. Enjoy!
  6. Valles Marineris V2

    Version

    718 Downloads

    Hello simtropolians. This is my second upload to ST, and is the version number two of the first map of Valles Marineris, with a better resolution and more accurate to the reality. As everbody knows, Valles Marineris is a system of faults and canyons located near the equator of Mars, at the east of Tharsis. Unlike its predecesor, this map is more accurate to the reality. It was made from a grayscale map extracted from a site of the USGS, Map-a-planet, with a topographic map made by MOLA, Mars Orbiter Laser Altimeter. About the region. It has 160 cities, 55 big cities, 32 medium cities and 73 small cities. The zip files contains two folders: Valles_Marineris_V2 (root): Valles Marineris Aereal: a look from the SC4Terraformer, this will give you an idea of the cities distribution and the sea level. Valles Marineris Mars Terrain: this is an look of the region from the standard of SC4, with the Terraformer 1000 Mod in Sand Desert Terrain. Readme: the readme file, is the same description as here. >Grayscale folder: config.bmp: the standard region config. vallesmarineris.png: the grayscale map. >Terraformer folder: config.bmp: the standard region config. vallesmarineris.SC4M: the map for the SC4Terraformer. about.html: a single html file for SC4Terraformer. Installing the region There are two ways to install the region, using SimCity4 or SC4Terraformer: Classic way, using SimCity4: Create a folder in Regions with the name Valles Marineris, or another name. Copy the config.bmp and the grayscale map, vallesmarineris.png, located in the folder Grayscale. Then run SC4, open the region and then load the grayscale with ctrl+alt+shift+r. This is the suitable way if you want it for SimMars. Using SC4Terraformer: create a folder in Regions with the name Valles Marineris, or another name. Copy the config.bmp, vallesmarineris.SC4M and about.html. Then run SC4Terraformer and load the region folder, go to Global Tools and select Import image, select the file vallesmarineris.SC4M in the folder region and load it. Modify it as you want and save it. Notes The sea level is too high, this will not look well in a terraformed enviroment (using an Earth terrain) and the region will be more water than land. Since there are no seas on Mars, the default level is a datum based in the triple point of the water, at 610,5 Pa of presion and 273.16 K, this is probably the level 0 of the map. With SC4 Terraformer is possible to raise the terrain and give to the region a more balanced look, just go to Global Tools > Raise Terran and write a value, reccomended between 100 and 170. A value lower than 100 will show more water, a value over 170 will show more land. Also, for Linux users using SC4 with Wine on Gnome Shell or Cinnamon is recomended to disable screencast of the desktop, that is activated with the combination ctrl+alt+shift+r and interferes with the game, that doesn't allow to load the grayscale map. You can disable screencast with the keyboard settings under System Settings > Keyboard > Shortcuts. Enjoy!
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