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REPLACEMENT⬇️
Image Overlay 2
I follow this guide: https://www.reddit.com/r/CitiesSkylines/comments/32hs7a/how_to_generate_a_highresolution_imageoverlay/
How we gonna do the real map?
This mod works for you after the ND update? I just get a large pink square, same as with the 'better image overlay'
Using it with Maperitive to make a street map that matches exactly the coordinates of the height map from terrain.party means my map is in the exact same location every time I play.
I'd be lost without it.
Every City is blank, when i seach a location
I'm having a break from the game at the moment though as my computer is too old and can't handle it (it keeps randomly crashing, especially in the map editor and even when not using mods and on low graphics). I am trying to save up for a new PC hopefully within the next 6 months when I will give the game another go and put some serious time into creating a real world map. I may even create some YT videos showing my progress.
Turns out I wasn't reading carefully enough and was trying to have my overlay.png in the /AppData path instead of the install directory. D'oh!
It's kinda hard to explain everything by writing. I might make a video tutorial later on if there's interest for it, but right now I am still trying to find out about all this stuff myself. It's been a lot of trial and error.
- http://imgur.com/7SK6Qnd (close)
- http://imgur.com/ZfXLGxC (top)
- http://imgur.com/EBPrUlF (real image - not a very good one though)
SIMPLE MAPPER: I extracted several images from Simple Mapper and pieced them together in PhotoShop to get the right scale, since I really want to aim for realism.
RIVERS: yes, this is complicated. To begin somewhere, I made a clipping layer from my SM heightmap layout in PS. Then, one by one, I marked up each river and used the gradiant tool to create heightmap slopes.
- Color 1: river mouth / Color 2: river top (often mountain lakes).
- For color 2: just select the surrounding land area, and pick one notch darker.
MAP EDITOR: no matter how much prep.work you do, in-game tweaking will still be required. Use the slope tool to walk up each river one by one. Do smaller sections at a time. Add water sources to see where you manually need to raise the riverbanks or lower the river slope. Use the Shift Tool with brush strength 0.01 or 0.02 for this.
This of course will require using Photoshop (or a similar photo editor) to create layers and put the two height maps together and then save as another png file. I have PS Elements 10 so that should work hopefully.
As I said before, the game seems to be a little unstable when using multiple mods (something that is required when editing the roads unfortunately) so I will try to use as few as possible.
1. Extracted heightmaps from both terrain.party AND Simple Mapper (+ a streetmap from SM).
2. Put both heightmaps in photoshop and just removed the land areas from the SM layer. That way I ended up with a perfect combination of realistic terrain and carved out rivers and lakes.
3. Manual gradient touch-up on rivers to sort out slopes (and lakes in the mountains).
4. Cimtographer for roads,
5. ImageOverlay (SM streetmap).
I found the height map data to be much more accurate (in terms of terrain detail rather than actual height) than Terrain Party. With Simple Mapper, it carved out all the water features such as rivers, lakes, reservoirs and even streams. It made the shape's very accurate and so I didn't have to mess about trying to create them myself, just fill them with water. Also, the map area does go outside the 25 tiles for me.
The road overlay looks great too and will be a lot easier for creatinf roads. All in all, this mod and SM work well together.
@Robotica: wonderful tool, but your grid size is incorrect. Your tiles are 1x1km instead of 2x2. This means that you're only covering the 25 playable squares in the middle, not the full 9x9 map. Would be awesome if you could fix this.
A feature I'm missing is the possibility to go-to-selection by entering coordinates. Then we'd be able to use it together with e.g. terrain.party and Cimtographer.
https://www.googledrive.com/host/0B_eKj0yj3xkJaDRQOVYxNldueW8
1) Get your heightmap from terrain.party
2) open the zip file and look at the README.TXT file and get the co-ordinates
3) goto openstreetmap.org and click export then put in the co-ordinates into the boxes
4) open snipping tool (or anything that lets you draw around the box you see on screen)
5) save image, then load into picture editor (I used acdsee) and resave the image as PNG
6) follow authors instructions on placing it into the game
This method seems to almost exactly match up the overlay with the heightmap :)
I imported a map set at 60km from there, then took a screen capture of the "normal" map and thats what I overlayed, however it doesn't match up..
if (Input.GetKeyDown(KeyCode.RightArrow)) {
gameObject.GetComponent<Renderer>().enabled = !gameObject.GetComponent<Renderer>().enabled;
}
It's a bit low-tech, but I don't really care as long as it works.
Now I just have to wait for a mod that can edit roads outside the main area, as I now can see that I placed some connections a bit off in the map editor.
- SuperChirper
- No More Purple Pollution (I had the Green Water version, not sure if others work)
- Citizen Tracker
- (not sure if updated) Slow Speed
It works both in-game and map editor, but seems to conflict with some mods so overlay doesn't show up. I had to deactivate everything first. Testing is underway.
Unfortunately the mod stopped working in the map editor for me... I am trying to find out what the problem is. Do you people have a similar issue since the update, or does it still work in the editor?