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Showing results for tags 'sea level'.
Found 5 results
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Version 1.0.3
270 Downloads
Sea level mods have been around for a long time (for example here). However, the downside is that they typically don't work with terrain mods because either the terrain mod will override the sea level mod file, or the sea level mod will override the terrain mod file, depending on the load order of the files. The solution is to manually edit your terrain mod in the Reader, but this is cumbersome, especially if you just need to temporarily lower the sea level to shape your coastline. There is also the SetSeaLevel cheat, but this one does not allow you to set the sea level above 250, and it will destroy stuff like power lines or bridges, so I'd stay away from it. This mod solves this by leveraging exemplar patching. This allows the mod to override only a single property from your terrain mod file, without needing to override all other properties in it. This means that this sea level mod is (or at least should be) compatible with all terrain mods, as well as Maxis vanilla terrain. I included 7 different heights: 0m, 250m (the default game water level, useful if you're using a terrain mod that alters the sea level and you don't want this), 500m, 750m, 1000m, 1500m and 2000m. Choose only one of them, obviously. If you have a good reason to have another height, you can send me a request to add it, or you can just open the .dat file in the Reader and update the "Sea Level" property. Do yourself a favor and install this with sc4pac. This allows you to quickly switch heights by resetting the smf-16:universal-sea-level-mod:height variant. Within less than a minute you can be back in the game with the modified sea level. It also adds a specific "off" variant to disable the mod, but keep it in your sc4pac configuration. I recommend this instead of uninstalling it because it makes it easier to reset the sea level to 0 temporarily. Dependencies: null-45:sc4-resource-loading-hooks (this is needed for the exemplar functionality to work). -
So I'm working on making a new map for SimCity 4. So far the photoshop step of drawing it is OK, and I can map the above and underwater regions of the map to arbitrary grayscale values as needed, however I can't seem to find a table anywhere with what is the sea level 8-bit grayscale value for each of SC4mapper's height scaling factors. The map imports beautifully in 500m (I'm using a sea level of RGB-62), but I wanted higher mountains. Are those values available somewhere so I don't have trial and error this a million times?
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Houston, we have a Problem with Textures...
City_Slider posted a topic in SC4 Bugs & Technical Issues
Hello everyone, after i createt my "Underwater Connections" by using the setseelevelzero.dat, and i removed that dat out of the Plugin Folder... and i´m still hanging around there. How could it be and how can it to be fixed? I´m lost :-/ -
GIMP users: how to show sea level when creating new region?
Psiman posted a topic in Mapping Community Room
The instructions for creating a new region include a part about how to show where the sea-level would be using Photoshop. Here's what it says: I've been trying to work out whether I can do the same using GIMP, but have not, thus far, found a way. Any GIMP users here know? -
Well, I wanted to post a new tutorial I made in the omnibus, but it seems something's wrong. I can't post the body in edit mode, and therefore I can't add any images... Anyway, that's why I post it here. Well, I guess we all know how to make underwater tunnels, but the annoying thing is that you can't make a neighbour connections with them, so the tunnels need to come above water again to make a neighbour connection. I'll show you a way to get around this with only 1 simple file and some patience! First of all, you need to lower the sea level by using the BLaM Sea Level Mod, which can be found here: We'll only need the file "sealevelmod0m.dat". Now, place this file in your plugins folder. Also, make sure that you remove all water texture mods, because the sea level mod may not work in this case. Now open upen the first city you want to connect via an underwater tunnel and prepare the terrain as shown in the picture. The best is to do this in the god mode by pressing ctrl + alt + shift and clicking on the god mode icon. When the terrain is prepared, drag the highway (or any road you want to connect) so that it connects to the other city. Make sure that this connection will lie underwater when you remove the sea level mod again! Raise the terrain again so that a tunnel can be made, then drag the highway from the neighbouring connection to the other tunnel entrance - which you should make sure of that it lies above the sea level! - starting from the neighbour connection, as shown in the picture. When the tunnel's ready - make sure to save your city - you can flatten the terrain again a bit to make the tunnel a bit smoother, and you get the result as shown in the picture. Now close your city, and go to the neighbouring city and repeat the same steps until you get something like this: Save and close your city and exit the game. Now remove the sea level mod from your plugins folder and place your potentially removed water texture mods back into the folder. Open up your city again and the result should look like this: Note that there is a problem with the water texture. This is independent of any water texture mods as it also showed up on using the default maxis water textures. If this is an issue for you, I suggest you use a lot with a boat on it that is an overhanging prop (as shown in the picture) or simply photoshop it away when using pictures of it for instance in your CJ's. The boat I used was created by Somy, and can be found at his site http://members3.jcom.../somy000/p8.htm The result is a fully functional underwater neighbour connection! I hope it will be useful to you! Questions are welcome in the comment section of course.

