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I"m wondering if i have found conflicting files, as im auditing my plugins folder (returning to SC4). I have 2 GraphModd's found in my Plugins folder. I think the first one is from the STEX I think the second one comes from the SC3K Incinerator download QUESTION: Does anyone know if the V21 is actually the SAME as the V2 just with extra improvements? OR Are these separate files for separate purposes and should both be retained together, without regard for order of loading? Besides that, I recall while loading my NAM 47 yesterday, that there was some kind of Graphmodd or DataViewMod in there. Does anyone know if the NAM conflicts with these 2 files so i can figure out how to keep all the functionality, but remove any unnecessary duplication? -- A similar question is: THL_DataViewMod_MoreDetail.dat - I found in my plugins, but cannot find it anywhere on the STEX. Does anyone know where this came from, what it does, and if it conflicts with the GraphModd files above, or the NAM 47? Today I found this on the STEX - does it have any additional functionality not already included in the ones (above) that I have already? And lastly, I have a strong suspicion that this Improved Traffic Volume View may be superseded entirely by the NAM 47. Can anyone confirm that for sure? Thanks!
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Does anyone know what might be causing this strange pixelation issue when I load the region view of a fairly new region with 1 existing city I just barely started a few days ago which has nothing more than some Farm Zoning, and one Coal plant (no transit of any type)? It does not go away or change when i move the map around. When I enter and exit the city, even after saving, it remains, no change. It seems to have started just after I installed the NAM 47 (with 4GB Patch) today, but i have no proof or reason to believe it is related. When I load other existing regions, I do not see this same strange effect. I've loaded 4 other existing regions, from very full and complex, to one completely empty. and none of them seem to have any strangeness like this in any way. Its just this one that I created and started this week. Anyone ever see this before? Have a fix? Or any idea why its happening? Thanks.
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Hello! I'm excited to upgrade from NAM 31.2 to NAM 47 today. During the installation process I read that there is a new Abandoned Buildings Data View. Q1 - Abandoned Building vs Radiation DataView: Does this Eliminate the Radiation Data View entirely from availability? Or does this just use that view to show the Abandoned Buildings, and if there happens to be any Radiation, it will also show up as GREEN Glow on the same Data View? How does this work exactly? Q2 - Transit - Ferry DataView - I noticed that the Ferry view in Transit does not have the 100% 130% 300% etc designators like all the other ones. Is this a bug in the NAM 47 or could I possibly have some DataView Mods competing with it that I should clean out? Q3 - Other Replaced Features / Functionality (in or besides DataView) : And besides the possibility of this replacing previous functionality, what OTHER NAM 47 full install items ALSO replace (eliminate) game functionality that older players like myself may have been using a decade ago?
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Confusion around modding the regional transport view
Leo -- posted a topic in NAM & Transit Networks
I've always been annoyed that the RHW Regional Transport Map Plugin changed the Freeways from red to black so, I decided to try mod the transport plugin myself as I had done some reading about iLive's Reader and created 1 examplar mod so far. The plan was to temporary recreate the Maxis transport view with the RHW functionality, then readd stuff like light rail. However I still have no idea what I'm doing and I stumbled across examplars which I could not modify and a CLSID which from my understanding is a Class ID for the Windows registry. So, here's what I did so far I modified the "DV/RegionalTransport: Color table" to the same value as in simcity1.dat. Results: (Great I just noticed I misspelled Palm for all of my cities) So I was getting most of my networks black now, so I decided to dissect other RHW compatible transport view plugins and saw that they didn't "DataView: Color ramp (the non-highlighted one)" so I removed mine and got this: So I have a few questions and those are: whats the CLSID for?, why can't I mod "DataView: Color ramp (the highlighted one)" And why was the Highway color changed in the first place? -
Hi there! I'm having a glitch in the region view. Anybody has this as well? @kschmidt I've seen in a post of you that you have this issue as well. Any idea about what is causing it? Thanks people!
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I recently got a new computer and installed the GOG version of SimCity 4 Deluxe. I installed NAM36 and then transferred the rest of my plugins and regions to the new computer. On my old computer, when I would go to zone view, everything would disappear except for roads and zones. This made it very easy to get the 'lay of the land' and plan out my future zones. On the new installation, when I go to zone view only buildings disappear and props and tress are left. This makes it very difficult to see the land and plan out my zones since the trees are still covering the land. So I did a test and removed all my plugins. I verified that with everything gone, the zone view was working properly. Next I, moved the NAM folder into the plugin folder. With the NAM folder in the plugins, the zone view was not working properly. I narrowed it down to the 'NetworkAddonMod_Zone_Data_View.dat' file that is causing the issue. My question is, can I remove the Zone Data file from the NAM install and still have NAM work properly? I would like to remove the file so I can get the Zone View to work the way I want it to work. Better yet, can somebody fix the Zone Data file so it doesn't screw up the Zone view? Computer Stats: Dell G7 CPU: Intel 9th Gen i7, 6 Cores Graphics: nVIDIA GTX 1660 Ti 6GB 16 GB RAM
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Version 2.0
245 Downloads
CoriBoom™ Productions Proudly Presents... Color Blind Views For Deuteranopia. A set of mods to help people with Deuteranopia color blindness enjoy SC4 better. (Which might be useful for other people too.) In our 3rd official CoriBoom™ release to the STEX, @CorinaMarie and I are pleased to present a mod which transforms the game's UI elements, for greater optimal contrast for those who have Deuteranopia color blindness. Understandably each person sees color slightly differently, and so these mods likely won't be useful for everyone. However for those who do have Deuteranopia or similar forms of partial color blindness, the combined adjustments made here might be extremely beneficial. Hopefully allowing the game to be seen in a much clearer way, and really make it more enjoyable to play. Through editing the game's data files, the idea is by modifying the color scales of key Data Views, a couple of Graphs, along with the Zones view. They are then more distinguishable from one another than the default schemes used. To simulate the appearance of how Deuteranopia compares, an open source Color Oracle program has been used to help develop suitable shades. Like anything significantly different, the new colors might take a bit of getting used to. But after a while the difference they make intends to be one which improves the clarity of UI elements for representing city data. Background Info Since Deuteranopia is a color blindness resulting from insensitivity to green light, that means the full color spectrum translates to distinctly different colors of yellows, blues, and shades of gray. From the modding side, greens and pinks were also included which become yellows and grays from a Deuteranopia perspective. These were included to have additional variations should anyone with trichromatic vision (not color blind) also wish to use these mods. Starting with the Traffic Congestion, it was decided the most intense yellow would best represent the highest Traffic Volume. Then blue would be the mid-ranges, leaving grays and white as the least measured Volume. Then for consistency, the other data views have been modded with yellow representing the negative end of the scale, such as High pollution or Low land value. Again, blues are the mid-range and grays to white represent the other end of the scale. Additional Data View Colors Where applicable, the color legends have been expanded to the maximum of 9 colors on 14 Data Views, with extra breakpoint values for more distinct differences represented. This means more detail is viewable for each Data View, as evidenced from the Land Value comparison between the Maxis default and this custom modified version (see top pics). Here we can see how some city areas are defined as having a slightly lower Land Value, whereas the standard view is a uniform green. As such, even trichromatic visioned people may find this useful. It could be a case of picking and choosing to install certain views as you wish. Then to benefit and see extra info represented by the expanded color scale. Note: Some breakpoints are as discovered by @Thalassicus from their Dataviews Increased Detail Mod. Colour Ramp and Legend Colours are new revised additions. Mods Included 14 Data Views The following Data Views have all been altered for improved Deuteranopia contrast. Included are: Fire Hazard Education Desirability (All 12 sub-views) Water (Coverage) Traffic Congestion Traffic Volume (All 10 sub-views) Zones Land Value Mayor Rating Resident Average Age Health Air Pollution Water Pollution Garbage For example, High pollution will max out as bright yellow. Then at the lower end of the scale, Low pollution is seen as pure white. The same applies to the other Data Views too, such as where old Age is a positive representation of the longer lifespan of Sims, and hence is also white since it's a good thing. Note that the Fire Hazard view needs to run for several months in order to fully update. The Traffic Volume view features a generic scale for the percentages, and removing the actual network capacities as determined by individual NAM traffic simulator configurations. For the Zones view, this has been edited to make the legend scale correspond with the new colors of the Zone Manager (see details below). However, due to limitations with what can be modded, it's not possible to change the Data View preview map to match. As this illustration explains: (On the left still shows the default colors, whereas on the right are the custom shades.) 3 Graphs Jobs & Population - Line Graph Jobs & Population - Bar Graph (Replaces City Income/Expenses Graph) Traffic Volume - Bar Graph (Replaces Funds Graph) The first Graph is a replacement with the colors. Then as a bonus, 2 bar graphs are included which replace a couple of the less useful Graphs. These bar graphs aren't colored, but give a new perspective into the data. The UI labels and Graph titles have been renamed accordingly. A useful tip to see the line graph more clearly is to uncheck those data points which might not be needed. For example to see Residential jobs, it can be worth toggling off the other developer types per wealth (commercial and industrial). Note: Due to the unfamiliar colors and no extra added detail, those with trichromatic vision may not find the Jobs & Pop line graph useful. For this reason we recommend not installing the file named: Deuteranopia Jobs & Pop Line Graph v2.0.dat On the "Traffic Volume" bar graph, abbreviations have been used due to space constraints. Most are obvious, however: Truck = Freight Trucks Train = Freight Trains Rail Sims = Passenger Trains Zone Manager The contrast between the Density types has been vastly improved in the Zone Manager, including the addition of a darker shade for the zone underlay textures, meaning there's greatly reduced ground texture showing through. As a result, each of the densities can be more easily distinguished, especially from a distance in the wider zoom levels. As follows: Pictured for each RCI zone type and density (Low, Medium, High). Note: The Zone parcels may initially appear as the default shades. This is seemingly because they get stored in the saved city file and it the regular shades as shown. When zoning new areas, the custom Deuteranopia colors will be used, so this just affects those already in place without anything built on them. A quick way to fix these is by toggling the Zones Data View to refresh the display per city tile. Then it can be switched back over to "All Off" again, and upon saving the tile (Ctrl+S) it'll remember this on subsequent reloads. The same will need to be done for other tiles in a region. Likewise for the line graphs, those who aren't color blind may not find the Zone Manager alterations nor the Zones Data View useful. Installation This mod uses the standard process of installing SC4 content. Copy the entire z_Deuteranopia folder into the root of your Plugins. Should you not wish to use the complete package of mods contained within, individual files can be removed from your Plugins on an as needed basis. Each are stand-alone in working independently, so pick and choose to your preference. The folder is prefixed with a "z_" to ensure it loads last after the "Network Addon Mod" folder, or any mod which alters the Data Views or Graphs. This is important otherwise the modified Deuteranopia friendly versions wouldn't be seen. If you use the NAM and have a "z___NAM" folder, this doesn't need to be overridden. Optional Extra This isn't a dependency, and everything is all inclusive in the download package. But to complement this and modify the Region Transport View, you may wish to also install this file: Transportation Map Modd For Color Blind by @BannanaPeppers If you've previously installed or are currently using this, it now contains an updated v2.3 fix which corrects the Mono Rail to match the legend key as being blue instead of green. Note: It's important to save each city (Ctrl+S) for the new colors to be updated. This is because they're stored in the snapshot thumbnail preview per tile, and these only get updated when doing so. Big Thanks This project was first inspired by @Noobville Mayor in their thread here. Without NM's help by testing the versions and providing valuable feedback throughout, this simply wouldn't have come to fruition. Thanks for all your input. Hopefully this mod can be of benefit to people. // CoriBoom™ Productions Release \\ Color Blind Views for Deuteranopia v2.0 — (24 Apr 2019)- 3 Comments
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- simcity 4
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Hi, I am new to modding in SimCity 4, have just started it with NAM, and installation went without problems. But in Data Views, Zones, the visual appearience have changed: it shows not just the zone blocks but some tiny elements (cars, bushes etc) that placed on that zones, this view removes only the buildings. Is it possible to turn it back as it was in the vanilla version? Show only the zone types, without any elements on it.
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Version 1.0
1,145 Downloads
Previews: (1) Clouds (2) Stars (3) Forest (4) Streets (5) Ocean (6) Snowfall (7) Cityscape 17 Folders of Background Sets for SC4 These are 17 sets of backgrounds for the City (Mayor) view that are easily installed, changed, or switched back to the default blueprint grid background that comes with the game. I've included a high contrast version of the default so the grid can be seen clearly. Each of the 5 background files in each folder corresponds to a zoom level from the widest overview to narrowest close-up view in the game. The default backgrounds included with the game are found in the form of 5 .png graphics files named Background3D0.png through to Background3D4.png in the SC4 install directory under Plugins. Before using the replacement sets of backgrounds make a backup copy of the 5 default files that come with the game. I zip them up in a zip folder and leave them in the Plugins folder for easy access. Further Instructions for Installing Region and City View Backgrounds Initially, I found a set of solid color backgrounds which demonstrated how easy it is to create and switch backgrounds, so for the basic instructions and a solid color set refer to the file Custom Region View Backgrounds which includes solid colors for the region view as well as the city view. Custom Region View Backgrounds Creating the Backgrounds The cloud and star pictures were adapted from seamless background textures found in the commons. All other pictures are adapted from SC4 graphics, and previews as created using the in-game terra-former. The following details are not necessary for installation and use of these backgrounds but are provided for further interest in the topic. City View Backgrounds Technical Details There are 5 backgrounds in each folder for each of the 5 zoom levels from 0 to 4. In the game there are actually 6 zoom levels but the same background is used for zoom 5 (4) and 6. For the cloud backgrounds and mostly for the star backgrounds I did not adjust magnification as the sky and stars normally appear fixed in the sky from ground perspective. The cloud backgrounds are high brightness which may be further adapted using a paint program. The textures will maintain their form for a variety of changes to saturation and hue, brightness and contrast. Each zoom level 'in' from the outermost zoom is 2x in magnitude, so each zoom 'in' is twice as close as the previous zoom. The backgrounds are 128x128 pixels .png formatted at 16m colors. The magnifications are 2048 (16x), 1024(8x), 512(4x), 256(2x), 128(1x) for the canvas sizes. 512 pixels = 1 kilometer and 2048 pixels = 4 kilometers total for the large tile. The picture you start with will be transformed into the isometric view in the game. Vertical and horizontal lines are shifted to an isometric flat plane background so some adjustments must be made to keep lines vertical and horizontal. Vertical lines are achieved by subtracting 22° (90°-23°=67° ). So if you have a picture that has right angles, vertical shapes that you want to appear vertically in the city view, subtract 23°, or rotate 23° to the left to get the picture upright. Horizontal lines change slightly with zoom level above zoom zero, they will appear parallel at zoom 0, but slightly obtuse from zoom 1 to 4. The horizon can be brought back parallel by subtracting 5° from zoom zero through to zoom 3. I did not bother adjusting the horizontal as my backgrounds conform to the isometric horizon of the game view, skewed only slightly by 5°. Isometric angles: Zoom 0: 30° (isometric) Zoom 1: 35° Zoom 2: 40° Zoom 3 and 4: 45° The city view rotation is around a square as similar to the axis of a compass. The vertical lines become horizontal when rotated east and west, but remain vertical north and south. I noticed a slight stereoscopic effect at zoom 3 on the Heavy Starfield background. If you focus your eyes beyond the screen you may see SC4 in 3D field perspective. The effect is similar to autostereograms: "An autostereogram is a single-image stereogram (SIS), designed to create the visual illusion of a three-dimensional (3D) scene from a two-dimensional image." https://en.wikipedia.org/wiki/ Autostereogram Please use the comment section below or PM if any questions, critiques or problems installing and using the backgrounds. -
UPDATE: Solved, see bottom edit. Hey guys, I'm trying to mod the regional transportation view, and while i've managed to get RHW to show (by copying the exemplar), i can't seem to figure out how to make it any other color than black. Now, i know Heblem did it awhile back, but by putting those exemplars side by side, there are no differences whatsoever, besides a few missing properties which seem to do nothing relevant. If i copy the exemplar from Heblem's mod, POOF! It's magically orange. It makes no sense, unless there's something reader just isn't telling me. I've used 1.5, and 0.93, and no dice. Documents\SimCity 4\Plugins\Network Addon Mod\Real Highway Mod\RealHighway_Regional_Transport_Map.dat Look at exemplar 0x6534284a,0x690f693f,0x4a0b68f3 in both. Yes, there is a color ramp property, no it does not do anything because it's missing in Heblem's mod and yet it's orange. Believe me, i've tested the hell out of both mods, modified, swapped exemplars, and the results baffle me. A little insight would be nice. EDIT: Just figured it out. If you go to the exemplar i mention earlier and change the color ramp property (i changed all 4, don't know which one does what) to your highway color. Just in case the colors confuse you, it's 0xAARRGGBB (alpha, red, green, blue). I left the alpha untouched. I still don't know why Heblem's mod doesn't have a color ramp in the 2nd exemplar. Oh well, at least i figured my end out.
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Port de Caravella: a Bird's-eye view
Krisman posted a City Journal entry in Principauté de Caravella-Guatalaga
As progress on Port de Caravella is moving slowly, I decided to give you all a bird's-eye view of the town so far. Just a short update to let you know how it's coming along ;-) As always, if you like it: let me know!- 5 Comments
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From the album Krisman's Album
© Krisman
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From the album Krisman's Album
© Krisman
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I know the game does not already have this feature, but I was wondering and hoping that someone has already made a mod for this, or that someone COULD make a mod for this. What I'm talking about is the Day-Night Cycle in Region View. (It doesn't even need to be a cycle, but rather just an option to see it at night) I would really love to see the lights of my cities at night time from region view. Imagne viewing your cities like they are a nighttime satellite image. I know I can't possibly be the first person to come up with this idea. x) Unfortunately I have no clue how to make mods. Does anyone else think this can be done?
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- 13 Comments
- 17 Reviews
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