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Showing results for tags 'render'.
Found 32 results
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Version v0.6.3
25 Downloads
SC4RenderServices is a DLL plugin framework for SimCity 4 that adds shared rendering services for other DLL mods. It provides Dear ImGui UI support, DirectX 7 draw callbacks, S3D camera/world projection helpers, and terrain decal rendering APIs. Most players only need this if another DLL mod lists SC4RenderServices as a dependency. Modders can use it to add in-game tools, overlays, custom UI panels, terrain decals, and render-pass hooks without each mod needing to implement its own DirectX/ImGui integration. NOTE: This is a newer version compared to the last version that was available on the STEX before the Simtropolis reset! The GitHub release v0.6.3 with attestation and SHA256 checksums is available at https://github.com/caspervg/sc4-render-services/releases/tag/v0.6.3 System Requirements SimCity 4 version 1.1.641 (Digital Deluxe) Windows 10 or later DirectX/hardware rendering mode The plugin may work on older Windows versions with the Microsoft Visual C++ 2022 x86 Redistributable installed, but that has not been tested and is unsupported. Installation Close SimCity 4. Run the included installer. Select your SimCity 4 installation folder, the folder containing Apps. Select your SimCity 4 Plugins folder. Start SimCity 4. The installer places imgui.dll in the SimCity 4 Apps folder and SC4RenderServices.dll in your Plugins folder. If SC4RenderServices.ini does not already exist, a default copy is installed. Configuration The plugin reads optional settings from SC4RenderServices.ini in the same folder as SC4RenderServices.dll. Example: [SC4RenderServices] LogLevel=info Theme=dark UIScale=1.0 ShowDemoPanel=false EnableImGuiService=true EnableS3DCameraService=true EnableDrawService=true EnableTerrainDecalService=true EnableCustomTerrainDecalRenderer=true Most users can leave the default configuration unchanged. UIScale can be interesting for people running on high resolution monitors. 3rd party code gzcom-dll - GNU LGPL v2.1 Dear ImGui - MIT License mINI - MIT License spdlog - MIT License {fmt} - MIT License D3D7Imgui - see upstream repository for license details -
My map is not displayed correctly, the individual areas are not on one level. Does anyone have a tip for me on how to fix this?
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I'm trying to add new regions to my SimCity 4 Delux. I've downloaded the files, added them to the regions folder and hit 'Control, Alt, Shift, R keys' in the game. The folders come up but I can't open 'documents'. Any idea what's happening?
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Grayscale issue: Only coastlines are rendered!
Insane Buizel posted a topic in Mapping Community Room
Please note I am still a beginniner trying to render grayscale to SC4, but I am having a troublesome issue: I am trying to render a 128X96 small city map with a grayscale map that I have painted myself manually through photoshop (because I have noticed that using the Convert Isolines tool as part of the SC4 Terraformer map gets stuck on "building distance map for level XX.") For secret reasons, below is a sample of the entire map I am trying to render: Whereas here is the grayscale version I have created in Photoshop : And here is the result after waiting at least 2 hours on Simcity4: What I have noticed is that the rendering starts from sea level and only rises in height slightly at the coastlines of my grayscale image. The "land" parts of my region are not accounted for at all and are just sent down to sea level. I had to click on Raise Terrain Level several times to show this result. Is there something I am doing wrong? Are my gray values the wrong value for below sea level and above it? I know I have rendered the grayscale image into 8-bit, otherwise SC4 would have done nothing at all, but am I missing a step such as the resample settings before png coversion? I am certain there may be a lot I am doing wrong but I need help figuring out any sources of this issue. This is my first map I am rendering, after all, but I am making a large map... because I can . Can anyone help me on this? -
Mattb325 The Mirror incorrect render, one rotation zoom 3
Ramona Brie posted a topic in SC4 - Custom Content
Looks like something got away... this building floats in one rotation! This is @mattb325's The Mirror. All that would be needed would be a repaired zoom 3 render of this building. -
I simply cannot create a new map, are there any tricks? Created a new folder in the Regions folder Put in the .bmp file downloaded from the STEX Loaded up the the game, and opened up the new region, everything ok Using CTRL-ALT-SHIFT-R opened the grayscale .jpg file and nothing happens! Already tried with multiple maps, but the CTRL-ALT-SHIFT-R command does nothing, no rendering whatsoever.
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Well I wanted a custom map for my next project. I downloaded the Sakhalin map So I followed the instructions here, and closed everything else I had running: At first, the jpg it told me to save and convert to 256 was the wrong size and it just gave me blank land tiles, so I resized it to the dimensions in the error message: After this, it rendered something that looks nothing like Sakhalin: Does anyone know how to fix this?
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Hello batting community, I am facing an issue and hope that one or a few of you might know a solution to it. Description of the problem: I am trying to give thin lines on models a sharpened and refined appearance in sc4. I know @Barroco Hispano has mastered this trade and a few others have worked on it as well. @mattb325 was so kind to give me a general introduction and enabled me to start with the basics. I am using GMAX to create the models and render them since I have no access to 3dsMax. However, I believe this issue could be solved by ppl using either gmax or 3dsMax since the solution probably lies in the post processing of the sc4model-files. So far I have accomplished to utilize the gmax anti-aliasing script (1) for my renders and apply the suggested transparency to the sc4model using Model Tweaker (2). (model tweaker settings for transparency (2)) The following shows the result of these steps in Loteditor: upper left: standard gmax HD render right: render with anti-aliasing script (1) lower left: render with anti-aliasing script and applying model tweaker transparency (2) The model displayed on the lower left looks great (according to my standards) and is what I wanted to accomplish. However when placing this model in the game the LODs of the model that should be invisivible are blocking wave and ocean animations: Now this is appearently where the postprocessing of the sc4model file with reader comes into the game. But I am a bit at a loss on how to accomplish to to give the LODs the invisibility they need. I have tried to tweak the settings of the Mats in the S3D file for the views: I have tried removing and adding different flags and applying different levels of the Alpha func, depth func, etc. but none of those settings lead to the desired results. In fact I have the feeling that each setting I can change here affects the model itself and not the clear area of the LODs that need to be affected. (except alpha test) Actually, I managed to get the model to do what I wish the LODs would do: (different vessel, ignore brown box) I did the following tests Tests for post processing First I should say, that english is not my first language, so some settings do not necessarily say something to me even when translating the words. Additionally my knowledge in comupter graphics is limited so even common settings are sometimes unknown to me. Removing Flag - Alpha test Effect: creates black box around model where LODs are, this might be the most promising setting to adjust since that's where the problems lie Removing Flag - Depth test Effect: creates shadow on model Removing Flag - Backface Culling Effect: no visible effect to me Adding Flag - Framebuffer blending Effect: no visible effect to me I hope that some of our veterans may have an idea to help me with this! ( @Jasoncw, @Diego Del Llano, @korver, @kellydale2003 and of course the gentelemen named above and many others that I might not know!) If you need further input please let me know! Kind regards, AP
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[3ds Max] Render Texture Issue - Please Help!
Dainguyen posted a topic in Cities: Skylines Modding - Open Discussion
Hi, I've been trying to import a 3d model to Cities Skylines but have no ideas how to render texture using 3DS Max. I saw couple of instruction videos but none of those have the same number of components like I screenshot below. Whenever I tried render the texture, It generated multiple images not in a single one for CS importing. Please guide me what should I do about this Model??? -
How long to render an 2048 by 2048 region?
MichaelJBull769 posted a topic in SimCity 4 General Discussion
Pc specs are i7 9th Gen Asus ROG gl731gt-ph74. Just wondering. This is the map -
seriously none of the methods by these sites help me how to properly instal these maps nothing works, it should be simple just drag and drop and BOOM you have a new region the scanning method doesnt work nothing happens the sc4 mapper doesnt wortk the maps come up all screwed up and when i load them up its even more screwed what the fuck am i doing wrong? example nº1 i downloaded this map: https://community.simtropolis.com/files/file/28299-europe i followed the steps bit by bit and after putting the config as well on sc4 mapper we get THIS.... WHY DOES IT LOOK LIKE THAT but okay maybe thats how the program sees it but then when i load it from the game i get this: WHAT happened why it doesnt look as is supposed to like the rest of the game so lets try example number 2: https://community.simtropolis.com/files/file/11385-portugal-with-western-spain/ im going with greyscale and this one is rgb just for fun in game greyscale and the rgb... final example: https://community.simtropolis.com/files/file/16252-o-mega-map/ and ingame... so i really dont understand what im doing wrong and by the scan method also soesnt work infact nothing happens when i choose the image for the game to renter nothing happens so im at a impasse now, can anyonme help me please i beg you!! edit:omg thank you everyone for the advice i wast getting worried now i know its supposed to look like that and i ahve to everything tile by tile is gonna be tedious but at leas now i know its possible thank you very Much!!!
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ReShade and SimCity 4: A horrible experiment
Toby Ferrian posted a topic in SimCity 4 General Discussion
After seeing the recent discussions about using DirectX wrappers to run SimCity 4 at higher resolutions, I thought, can I use this to run ReShade with SimCity 4? The answer, to quote myself from Discord, is: In this thread I will share the results of my experimentation. Prepare yourselves, we are about to tread on unholy ground. To make this work, I used the dgVoodoo2 wrapper, along with the latest version of ReShade at the time of this writing, ReShade 4.8.2. I also ran the game at 1440p. If you wish to try this yourself, download dgVoodoo2 and extract the files within the MS\x86 folder within the zip file into the game's Apps folder, same as the game's exe file. ReShade comes with its own installer, so I will not provide instructions for that here. (Note: The performance impact of all this is minimal on my system, but your mileage may vary.) Once both are installed, simply run the game, and you should see the following: The ReShade overlay at the top of the screen, and the dgVoodoo2 watermark in the bottom right. If you see both of these, you are now able to see the horrors I have witnessed with your own two eyes. Now let's move on to my experiments. Antialiasing Easily the best use of ReShade within SimCity 4, at least in my opinion. It simply smooths out jagged edges in an image. It does not make a huge difference, but it results in a softer image. In my opinion, it looks much nicer than it did before, and is the only effect I can recommend using for normal gameplay. HDR HDR will make the image look more vibrant and colorful. With the right settings, it can look great. However, I don't recommend enabling it for normal gameplay, only for screenshots. The reason: Like all other effects, it also affects the user interface. Bloom don't just don't but if you do anyway, it will allow for some fantastic night shots: It can also be combined with other effects for an even better result: It might even look good during the day, but in my experimentation I found that it mostly ends up too bright: However, do make sure you hide the UI and unpause the game first, otherwise the bloom from the UI will bleed into whatever you're taking a screenshot of: And do be careful when adjusting the settings, otherwise you might find your eyes dripping down your face from the blindingly bright images: This is everything I have tested so far, but feel free to experiment with ReShade on your own and share your results here. -
Hello, I have been trying to import a greyscale region terrain on the current Mac App Store version of SC4 without any success. Is there a specific way to do this or is it no longer possible? As a test (I do not want to play this region but create my own), I downloaded the following region as it is a greyscale image rather than an SC4M file: Next I created a dummy region, replace the config.bmp file with one 62 x 30 (as the greyscale image is 3,969 x 1,921) and switched to it. That loaded correcytly, so I then pressed Ctrl + Opt + Shift R to bring up the file selector for the JPG file. I guess because of permission reasons, I was unable to see anything in the Users folder. So I moved the Shikuka-cho.jpg file I downloaded into the Macintosh HD root. I was able to select it, but after clicking okay (or double clicking) nothing happened other than the file selector disappearing. I am not sue what should happen, whether it displays as message or just locks up whilst it calculates the new map, but it was as though I had not done anything at all. Then I wondered if maybe it is a sandboxed permissions issue. So I moved the Shikuka-cho.jpg file into the region's folder, and made a shortcut in the Macintosh HD root to the Regions folder at ~/Library/Containers/com.aspyr.simcity4.appstore/Data/Documents/SimCity 4/Regions But selecting the file in this location still has the same lack of effect. Finally as a test I replaced the config.bmp file with one of a smaller size (48 x 20), to see if it would show an error because of the resolution being incompatible. It did not, still nothing. Am I doing something wrong? I am running version 1.2.1 of SimCity™4 Deluxe Edition.app from the Mac App Store on a 2018 MacBook Pro running macOS Mojave 10.14.6 Thanks.
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Hiya Experts of BAT, I have a question about rendering big size model, I wanted to see the effect of it in game, then i rendered it with SD, its dimension is 10x8, then i realized it's too small compares with others after plopped it. Then i changed the size to 20x16, it's ok when i export the LOD from 3ds max, but when i did the exporting in GMAX, it just got stuck in the first view and then popped up a message of Export Failed, error 6. Then i remembered someone has said somewhere that gmax has limitation on how big the LOD can be, and it's because of 2 hex digits of Instance ID, (dimly remember that it's 16² = 256 pieces of FSH). Then i tried to customize the LODs, since i thought it would save some pieces, But no luck. Then i was aware that i have to slice this building (LODs)to pieces, Maybe 4 is ok, but i have no experience on this, My thought is since one Lot could only has one building, so i'd better have a dummy building Lot, and then render this model to 4 Props (PIMX) , and then Align them in LotEditor. If so, My question is how to render this model to 4 pieces? I have made a custom LOD, ①Can i use the quick slice to cut it and detach them separately? ②Is it right that i keep the pivot of each pieces same as the original model or LOD so they looks like overhangs? ③Do i need to cap or seal the hole of LOD i sliced? ④Do i need to slice the model itself? (i guess not) ⑤And what's the limit of HD rendering? Really appreciate any tips or links or tutorials, Thank you!! Sincerely, -- Raymond
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Hello, I have been playing SimCity 4 occasionally since about 2007, and have recently begun trying to import images for region terrain. I've been using both grayscale and 256 color bitmap images, and have been successful so far, but am now getting stuck in "not responding" when trying to import an image on a region with more than one city. I am running SimCity 4 through Steam with no plugins or mods, have verified my game files, and have the launch options as "-w -CPUCount:1 -intro:off -d:directx". This has been attempted with and without -CPUCount:1 and -d:directx. Further information can be given if needed. I appreciate any suggestions or help with this, thank y'all in advance!
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I'm looking for a mod to aid in rendering higher mountains, preferably the "Higher Mounter Mod" named, apparently, 1500m.dat by an Andy80586....
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Hello good afternoon to everyone. A few hours ago I started working on a tower that I have wanted to have on SC4 for a long time, 425 - 5th Avenue NYC. I got with Sketchup since I do not have 3DMAX. I'm designing the main parts of the building. My question is. Do you know with what tool can I design many windows at once? And how to create good textures without using images? Thank you, I hope you like the idea of this work. !
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Hello. I just want to know if SimCity 4 is capable of managing pictures of 512x512 or superior with material rendering, because the maximum that I seen in the original .dat is 256x256. I wan't to make lot of models in the same picture but I don't know if it will be crash if I do that.
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Hello to all BAT professionals. I need some help. My problem: Step One: render the object in GMAX Everything OK Step two: Creating a park lot Everything OK Step Three: LOT Editor rubbish I try and try but I can not find the mistake I make. Can someone give me a virtual flip on the back of my head and tell me what I'm doing wrong? I would be glad if someone would help me. Thanks and greetings from Hamburg , Wolf
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Xannepan was so nice to provide some of his original models - but sadly the are proprietary max, not 3ds format. So I can't use them in BAT tool. And I'm no student and can't afford and won't download 5GB just for this and ... blabla. For my next project I would need one of his models slightly modified. Now I like to reuse Xannepan's JENXAIRPORT Firestation to recreate a THW lot. I already did some props: I would need the doors in blue (roundabout - hue: 160, saturation: 210, value: 120). And that's all I would need to do on the model. So if nobody has time to change and re-render it maybe if you just could convert it into 3ds format? But as I don't know about nightlights and such things, maybe I'll mess it up. Can someone help me with that? Thank you.
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Hello everyone, So I decide to learn a little bit about texturing. I am posting here my first work on that and would like to hear from you guys some suggestions.
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Hey People, so recently i installed 3ds max 2013 because i couldn't find 2012 on the autodesk website! Anyways, whenever i create anything then i render it, the render is all blue. I'm having BATFORMAX v5. Please need help for this issue
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Good evening all, So I gave up on modeling for SC4 a while back, but am now trying my hand at modeling for C:S...I know this forum section isn't the most Skylines friendly (dont kill me! ), but I have a question about the render settings used in BAT4Max...I had it installed with my 3dsMax, and tried to use it to render a C:S building, but for some reason, when you try to render using the BAT4Max render function, it screws up something with the file and won't work with the asset editor in Skylines... What I was wanting to know...does anyone happen to know all the render settings used in BAT4Max, such as lighting, view angle, etc.? I LOVED the way renders came out looking with BAT4Max (SO SO SO much better than the basic render with 3dsMax) but do not know how BAT4Max set up the render settings to achieve the final render. If anyone knows anything about this, please let me know. I fear these details have gone down with the SimFox ship, but please prove me wrong.
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please help me if you want a new great designer.. PLEASE
adambailey39 posted a topic in SC4 BAT & Lot Workshop
I've created a great boxing arena and boxing hall of fame building attached. I'vebeen building this in sketchup 8 pro. I export it as 3D and open it in SC4BAT. And then.. Some or all of the walls or roof or seating area which is up then over then up then over are all white instead of the color or texture Iapplied to it in ssketch up. Then when i render.. All of the surfaces that were white are now not visible at all. The surfaces that had the textures I applied are there. Now I have put tons and tons of hours into working on fixing this and nothing works. I only find the same forums that don't help me in here. If I can't figure this out soon I'm on the verg of quiting and going back to simply playing the game. It may have something to do with the textures I'm applying or if I apply it to the front and not the back or both.. Idk. But please someone help me before I give up. I have tons of awesome building ideas that everybody would love.. -
Flattening an entire city tile, is this possible? Needed for a custom region mod.
BOOST15673 posted a topic in SimCity 4 General Discussion
Hey guys, this is my first post here, so if this is in the wrong section, well you know, I am not doing this on purpose. Anyways, I have downloaded a region mod, this one to be specific: I also have SC4 Mapper 2013, and got the region made that way. However, seeing as that is the only way to get this region made according to my knowledge (The ol' "Ctrl + Shift + Alt + R" thing doesn't work for this map since it's no grayscale), I know of no other way of getting this particular one made. Now the problem is, the region seems to work fine except for one little thing. The terrain. Tampa Bay is my home area, and I can confirm that there are no mountains, hills or cliffs, or at least not as extreme as the following image. What I mean is take a look at this: https://s27.postimg.cc/vymusub0j/Untitled.png It is supposed to look like this, no mountains or cliffs whatsoever: https://community.simtropolis.com/index.php?app=downloads&module=display§ion=screenshot&record=81438&id=22171&full=1 Now, I have never had this problem when using maps that have a grayscale and using that ol' "Ctrl + Shift + Alt + R" trick to render it. Does anybody have a guide to somehow convert .SC4M to grayscale, or if not (or if so but it simply doesn't work by me) then an idea on how to fix this problem? I would like to refrain from flattening every city tile one little piece at a time, I have patience, but come on, there has to be an easier/better way. Thanks for the help if you can, this is my first regional problem I have ran into with a custom one, and I hope the last!

