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Showing results for tags 'shore'.
Found 13 results
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Costal terraforming - request for advice
TheMurderousCricket posted a topic in Mapping Community Room
Hi Guys, I have a question regarding the workflow and "how to" of performing terraforming tweaks to a region with multiple already existing cities and, like, really big number of city tiles... My specific goal is to change the coastline of my entire region to make it look more organic because I find it too smooth. I tested two methods which I am familiar with. First, I used in-game erosion tool but it has several downsides. First of all, I would need to open all coastal city tiles (which go into a hundred pieces I believe...) to even apply the tool. Second, the effect itself is less than satysfying... The erosion works in a simplistic combing pattern leaving marks which look as if the shore was raked with giant gardening tools... Also, the coast line is not even altered at all... The second way, involves using SC4T and applying "Erosion" global tool twice. I generally like the result it produces, as it creates more rugged coastline and random displacements all over the shore. It also leaves some of the coast intact which allows for some gentle beaches still. The problem I have with this method is that it is... well, global. This means that everything unprotected will be affected as well, which I am not entirely fond of. I am inclined to use this method but this would mean that I'd still have to manually check all tiles I do not wish to edit and only then run the global erosion tool. My question is if there is any other method which could produce the same global "randomization" effect that SC4T offers. Just faster - that would allow surgical terraforming along the region's coast without me having to first pick all tiles I do not wish to terraform? -
Maritimes Prince Edward Island Shore Fisheries by Necora
Necora posted a file in Banished's Banished Mods
Version 1.0.0
74 Downloads
The Maritimes Collection - Prince Edward Island Shore Fisheries - Version 105 - Based on small fishing huts in Prince Edward Island, Canada. Introducing the first modular set taken from the Maritimes collection, Prince Edward Island Shore Fisheries. 5 Small shore fishing huts that produces your choice of mussels, clams, scallops, oysters, or seaweed. All 5 versions are F-variants of the same building, so have the same output etc. You can choose what item to produce from the drop down menu of each UI. 3 Colour themes to choose from. Each colour theme has it's own tool bar icon. There is no functional difference between the three themes, only visual. New advanced placement options. The buildings fit the docks completely, for the most part. This gives the player the freedom to use any dock piece to connect them together and the the land. They can also be used with other dock sets, such as CC or DSSV etc. New food items (to the vanilla game) including mussels, clams, scallops, oysters, and seaweed. A general storage (2000 units) and an edibles storage (1000 units). The colour variations of the storage units are as F-variants. Unlike the fisheries huts, storage units have stairs etc. attached to the front. A small lighthouse that provides happiness. All buildings have been remastered, which includes a general cleaning up of the models, new Ambient Occlusions, improved texturing. Unlike the fisheries huts, storage units have stairs etc. attached to the front. Compiled using Banished Mod Kit 107 Beta. Compiled using the new Community Mod Tool Bar. Toolbar. A new toolbar icon will appear on your main toolbar. This is a community tool bar space within which future releases from all modders can have their own menu. Within this new toolbar, you will see the Maple Leaf icon - this is my little corner of Banished... Welcome! And Enjoy your stay! Note, all Maritimes modular sets will be able to be used completely independently of each other, you don't need one to run the others (although, in some cases it will be beneficial ) Compatibility. There are a few issues to note... Maritimes.pkm - Incompatible! This set should not be used along side the full Maritimes mod. Colonial Charter Journey - Compatible! Modular Maritimes Sets - Compatible! You will get red warnings in your mod list - ignore them. Load the most recent release at the top of your mod list. All other mods - Compatible! I don't know of any instances where this will not work. Needs a dock set to work!!!!! This set only includes the buildings, any connecting docks will be in a seperate mod. So you either need to download the Maritimes Dock Set or use CC, DSSV etc. if you want to have these buildings fully on the water. You can position them on the shore, as long as access is given. Access to all buildings is via which ever side has a door. Acknowledgements None of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew. This includes especially @ShockPuppet for modeling help and @kralyerg for super coding magic. Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @RedKetchup for modeling and coding help throughout, and of course the toolbar! Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you! -
Version 1.0.0
787 Downloads
Description: The Boardwalk is more than just a hot beach, delicious eats, and cool treats. Sometimes visitors want to enjoy fishing, an old video game - we used to have to leave home to do this, kids - or just take it all in. For those who still have a growling stomach or a fiery passion for tourist knick knacks, we still have you covered! This pack includes four BATs, each with a growable and ploppable lot: - The Ol' Bait N Fish: a fishing supply store where you can get bait, tackle, state licenses, and fishing trips. Actual fish not included. - ABC Store: It just wouldn't be an American Pacific paradise (or randomly, Vegas) without a good ole Hawaiian based convenience store chain. - Tropical Fried Chicken: American Samoa's version of Kentucky Fried Chicken, because there's a whole lotta tropical there and there ain't much Kentucky. - The Arcade: Get out of the blistering sun, the pouring rain, or a flat out hurricane and win a free throw game, race motorcycles, beat up villains, eats dots in a maze with ghosts floating around, or build a beautiful city with a really cool boardwalk all with the comfort of a joystick and some plastic buttons. Stats: Plop Cost (bulldoze): 4400 (100) Lot size: 1x2 (ABC Store is 2x2) Jobs: 25-31 (varies) Growth Stage: 2 Wealth: Medium Power: 3 Water: 3 Pollution: 1/1/15/0 @ 1/1/0/0 Dependencies: The number of fish that guy caught who told you he caught a lot of fish. Credits: The travel advertisement on the side of the ABC Store is an image taken from @mitsos' CJ on Dimland, found here:- 7 Comments
- 6 Reviews
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- 25
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- hawaii
- convenience
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Version 1.0.0
834 Downloads
Description: Boardwalks are a transition point between human development on land and nature's possession of the sea. As such, they attract tourist and local alike and are unique in what they can offer due to the access they have to the water. But for those who stay off the waves and above the surface, there is something for you, too - a cold refreshment on a hot summer day or a funny T-shirt with the name of the beach on it. Or, just stroll the boardwalk and take it all in. There's something for everyone. There are four BATs included, with both growable and ploppable versions: - Zombie Shark Surf Shop: a fictional surfing supply shop where Sims can buy or rent a board and go surfing, or get a Zombie Shark T-shirt and pretend they do. - Simtropolis Dive Association: a fictional SCUBA store and tour outfit, prepared to whisk the inexperienced into their classes and the veteran divers to the coolest reefs, wreck sites, and marine sanctuaries. - Mom & Pop Souvenir Shop: A fictional, generic place to find souvenirs, because there are few things quite as charming as buying expensive merchandise from a delightful old local couple instead of the chain retail store that offers the same thing at half the price. - Rita's: (Not fictional) A common find on the Jersey shore, this Bensalem, Pennsylvania based company claims it has the "coolest treats on the beach." Stats: Plop Cost (Bulldoze): 4400 (440) Jobs: 16-26 (varies) Wealth: Medium Growth Stage: 2 Lot Size: 1x2 each Power Consumed: 4 Water Consumed: 7 Pollution: 1/1/7/0 @ 2/2/0/0 Dependencies: None -
Version 1.0.0
213 Downloads
Cardinal buoys indicate an obstacle and the direction to use to safely pass it. They do indicate this by two cones, a colour coding and different flashing intervals at night. For those with nautical interest, more info can easily be found here. You can use them to decorate your shoreline and make sure your ships steer clear of any danger zones and shallows. Content This File contains 4 lots: A_1P_CardinalBuoy_N: Two cones pointing upward, black-yellow A_1P_CardinalBuoy_E: Two cones pointing away from each other, black-yellow-black A_1P_CardinalBuoy_S: Two cones pointing down, yellow-black A_1P_CardinalBuoy_W: Two cones pointing towards each other, yellow-black-yellow Dependencies none -
Photos of different areas in New Alexandria city
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- metropolis
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Tagged with:
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Version 1.0
3,931 Downloads
My first MMP, I hope you like it. SM2 Breakwater Concrete Blocks Concrete breakwater blocks have been used for a long time to diminish the force of impact from the awesome power of sea waves. You will find them around port areas and around important sea facilities such as refineries and other such structures. If you use dark water textures I suggest you lift the water floor to 7.5 meter depth. You will then be able to see the blocks under water!! I also strongly suggest you use my blocks together with other marina flora and rocks MMP's for best results. Look at the included pics for reference. No dependencies. Enjoy! Simmer2.- 1 Comment
- 9 Reviews
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- 26
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- mmp
- mayor mods
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(and 3 more)
Tagged with:
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From the album Hall of Fame
Entered the Hall Of Fame from winning Weekly Challenge #6 | Best Nautical Themed Image-
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- weekly challenge
- nautical
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So you've installed your shiny new terrain mod, a nice water mod for that tropical island (or whatever) look you're trying to re-create, and lo and behold! Beaches just SUCK! Sound familiar? That happened to me recently and I've spend the past week fixing it. Read on to discover how to make your shores look like a postcard from the Bahamas (or whatever). = Ugly. = EWw. Ok enough pictures. Lets do this. Difficulty: Medium to high Tools needed: 1. Ilives reader. Several versions out there, google and get the latest. Here's a link to a tutorial that sort of explains the basics http://goo.gl/zFrvcV 2. Basic knowledge of plugins, where to find them etc, which you should have anyway if you're reading this. Intro: This set of values I'm about to show you how to set will give you the result from the images at the end of the post, with varying colors and textures depending on your terrain and water mods, of course. You can achieve different results by tweaking the values once you get the hang of whats what. For the record I am using Columbus Terrain Snowcapped and RVT Costal Mod 2009 with yellow sand, dark cyan offshore and emerald inshore. You may want to make a quick backup copy of your terrain file to save you having to re-download it if we break something. Step one: modifying Texture39 (beach). Notice in the picture how the "before" image has ugly jagged edges in the sand at the point where it meets the grass. This happens where it blends with the water too, although it's not so evident in the image. Here we are going to modify the way the beach sand texture blends in with the other textures, this will get rid of the pointy corners in the sand, where it mixes with the shallow water texture as well as with the grass. a. Locate your terrain parameters file and open it with iLives reader. (This is the file you installed to change the look of your terrain. Mine is called CP_ColumbusPlayTerrainParameters.dat) b. Click on exemplar analyser then click "tree" in the toolbar. c. Now find the terrain exemplar called Texture39. d. Set TextureBlendStrength to 12. e. Copy paste this next line of numbers and paste it into all five TextureSpreadCurve values. 0.000000,1.000000,0.000000,1.000000,16.000000,0.950000,32.000000,0.400000,48.000000,0.100000,64.000000,0.050000,80.000000,0.000000 f. Open simcity and check your progress. I'd like to take a moment here to give credit and to thank Indiana Joe for teaching me how to do this part. However, to get the best possible values I had to do some tinkering around, and eventually ended up remembering how the normal maxis terrain beach was decent enough. I copied the curve values from the SimCity_1.dat Texture39 exemplar and bam, done. Except for blend strength, which I doubled to 12. Step two: Fixing the water in Terrain Properties. So now that our sand is nice, we will work on the water. (Note: these parameters I'm giving you will achieve a similar look to the image below, to get your own look you'll have to play around with these values) Notice how it runs right up against the edges of the beach and you can see the hard edged border of the water. The waves stop a bit before that edge so it looks ugly. Additionally we have a flat deep-sea color throughout. Blegh. Lets remedy. Exit simcity and open your terrain parameters file as above, but this time find the exemplar called Terrain Properties, you'll notice this has many more entries. We are going to modify a few working down the list. a. Set WaterDepthForMaxAlpha to 75 We want to be able to see the sand on the seafloor when the water is shallow to create a nice realistic shore, which will also allow us to see underwater cliffs near the shore, and any flora/props etc you may add. b. WaterMinAlpha to 0x05 This controls the transparency of the water surface, note that these are written in Hexadecimal so if you want to set this higher than 0x09 you need to check the ascii table for your desired number. 1 to 9 are 0x0 to 0x09, after that 10 is 0xa i think and all weird codes. More on this in the comment by A Nonny Moose below. I suggest to keep this low because this will get rid of that ugly hard edge of the water. c. MaxNormalYForCliff to 0.77 Warning: This is basically the diagonal edges mod fix, most people keep it around 0.675, increasing this will increase the amount of "cliffs" or "rocks" that show, as well as other stuff, leave this as it is if you prefer, I like it at 0.77 because it makes the shore rockier. d. MinWaterDepthForDeepSeaBedTexture to 100 At this point, water will take on the darker hues, this value you can play around until you are satisfied, I like to see the clear seafloor until the sea gets really deep, so I keep this value above 75. In my experience, for best effect it is usually better to have this value always be above your WaterDepthForMaxAlpha from substep A above. e. MaxBeachWidth to 0x02 This is same as WaterMinAlpha in that its not an integer, so if you desire more than 9 check the asci table. That said, I keep this value below 4 most of the time, unless you need REALLY wide beaches. f. MaxBeachAltitude to 8 Important: If you bring this below 8 with this setup of values I'm giving you you will get ugly green smudge stuff on rocks and grass when they meet water that's too far below, it seems to be related to the MaxNormalYForCliff. In fact you may still get it on some spots but they can be removed by a touch of terraforming. Please check back, I will update the article if I find a definitive fix for this. DISCLAIMER: I am not responsible for anything that might happen to anything or anyone as a result of you following this tutorial, it is your responsibility to take due care to backup your files before attempting to modify them. Also, I did my best to accurately reflect the steps I took to reproduce the look from the image, but as I am a human being I am liable to error, so, if for any reason you follow these steps and it doesn't work, please post a reply and I will try to remedy. Ok. One more picture. Finished! EDIT: Lets face it, the above final result image still leaves a lot to be desired, even though it is a MASSIVE improvement from the initial photo, it is still far from perfect. You can easily see three different transparency zones in the sand.. so with that in mind I've continued tweaking the curves further. I also discovered that Z0 - Z4 prefixes in the TextureSpreadCurve stand for the different zoom levels, this allows us to tweak the blending curve for each zoom, which is providential seeing as the same setting wont give good results at all zooms. I didn't show you guys in the previous section, but those settings are kinda wonky at the furthest away zoom levels, the three layers are too evident. This process is quite tedious and time-consuming, so my results so far are still pretty bad but improving. In this image I'm using curves of 0,1,8,1,16,0.95,24,0.7,32,0.1,40,0.03,64,0 for Z0_TextureSpreadCurve and Z1_TextureSpreadCurve (furthest out zoom levels). and 0,1,8,1,16,0.95,24,0.7,32,0.3,48,0.1,64,0.05,80,0 for the other three. (Z2, Z3, Z4). It's a bit grainier than reality due to jpeg or something, but anyway, the only one I'm fairly happy with is Z2. Z3 and Z4 are showing geometrical patterns too much. Z0 and Z1 need more work on the edge, still too jagged. I just though I'd share my progress, have a nice day.
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Today just a quick, independent update. Here are some impressions: Replies 89James89: Thank you and yeah, I missed some details, I didn't really know how I should fill them places^^ Ln X: Thank you and nope, it's the Sudden Valley Terrain Mod:D feeroz123: Wow Thanks but I'm really missing details behind the river shores:/ dlsni: Meh, I hope you find some time for SC4:D
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Version 1.0
487 Downloads
This is a map of a region created by glaciers and volcanos and it is probably not realistic to create large areas with dense population. You need SC4 Mapper or Terraformer to open the SC4M-File (config.bmp is included). The map looks better with a terrain mod for snow capped mountains.- 3 Comments
- 5 Reviews
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- sc4 mapper
- mountain
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Replies: mateusz812, eoin247, SimCoug: thank you ggamgus: it's always nice to see you here, thanks! Forthwall: thank you! Do you want to put some greenery in Shushtrepistaz? kentleprix: thanks! vinlabsc3k was right, it's a stony trail vinlabsc3k: grazie, sempre preciso e puntuale the railway that climbs in the mountains the castle on the mountain top a panoramic view of the mountain with the castle two pics of the rocky shore Thanks for visiting
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Version 2
2,896 Downloads
UPDATE: Now growable included. Dude! I need a gnarly board so I can go shred some tubes! Sunshine Sam has brought his shop from the islands to SimCity to educate, enlighten, and envision a better wave. Plop - $500 Bulldoze - $50 This is a CS$ building with 18 jobs. Most of those jobs are in Sam's S.S. Team, a surf and skate team built to destroy the myth of the Zephyr Team. It sits on a 1x1 lot. I reduced the water and garbage pollution, but raised the air pollution a bit (uh...it's medicinal). Keepin'it small for all y'all. Please comment, rate, and dude, enjoy!

