![]() Note: All in game renders show the Appalachian Terrain Mod, with the 'Silt' variation of SHK Brigantine 2.0. Sure enough as expected, the lowlands and the highlands exchanged roles:Ī few nice natural lakes were formed, and it's just asking for a bridge through the middle there: Then wondered what would happen by inverting the colours. So I flipped it vertically and rotated clockwise by 90 degrees. ![]() Especially the cliff face from cutting through the hillside:įor this I used the same source image, but thought to mix things up a bit. Simple yet effective, and I think the end result ain't too shabby. Then the Burn tool to make the more gradual elevation change for the river banks: First using the textbook method of using the Acrylic brush. There's also a basin type area which would be a prime location for housing with a view of both the south and north:įor this I kept it straightforward and followed the pattern of the blue sky to paint the water. In the upper right, I made the water with a gradient effect to simulate increased depth. Then also raised it up somewhat and created a cliff face so it looks more interesting / realistic than a flat hill. Since it fits in better over there, I also moved the mound over to the middle right (cut, paste, smudge and blur). ![]() The waterway I painted with the Burn tool to deepen the level (using a soft brush to try and replicate an artificial harbour area). Or equally it'd be tempting to terraform this and allow watercraft into the inlet:Īfter the usual procedure, for this I also did some extra editing: The narrow strip of land connecting the mainland happens to be just wide enough for an avenue. As can be seen below, this created a nice waterfront with a bay area. To my surprise, this came out rather well (of course, after experimenting to find the appropriate amount of blur and Level adjustment). Other than that, keeping the source image untouched: All I did this time was use about 15.0 of Gaussian Blur, and reduced the Gamma Level to around 0.60, lowering the land. Next I thought to use the same cloud formation and try a more basic approach. I then lowered the Gamma Input Level, added a small lake, and gave the terrain a bit more definition in parts (using the Burn tool, with selected blurring in focussed areas). After some trial & error, and a generous helping of Gaussian Blur I quite liked the end result of the jagged cliff edges. I found the reason for this was since it was a high elevation, and anything coloured pure black will render as water at the lowest possible height. So I decided to add a stream that ended up widening into a river cutting through a canyon. The initial test render came out a bit plain. I'm definitely going to give this a try at some point.ģ26 days later, that point is finally now. I've taken to using "sector" to denote one mayoral slice of a region, and I haven't yet had to pick an unambiguous word for the little squares that define lot-size and road-width. "Tile" is often used to denote a "city" sector, but you'll also sometimes see it used for one tiny square covered by a lot or road (e.g. The "real" San Francisco in my life-sized SF Bay Area spans a dozen or more "cities"). However, it is also sometimes loosely applied to a whole region or a real-world city that spans several sectors within a region (e.g. Following the game's lead, "City" usually refers to one sector of a region. I try to avoid using the words "city" and "tile" around here because they're each used for multiple things, sometimes causing confusion. Therefore, these pixels really are the cities / tiles (which I call sectors). In the BMP file, a (red) pixel is a small city-sector (or a 4x4 cluster of blue pixels is a large city). "tiles" is a synonym for L, M and S Cities, as well as meaning pixels I believe it turned out rather well for such an inferior map making method. Then rendered in totally vanilla game and added Maxis trees: Next, in GIMP, I scaled the image to 1025 x 513 and added Gaussian Blur of 15.0:Ĭonverted to Grayscale and adjusted brightness to -35 and contrast to +20. gif file.) I then pasted the copied image into a new file 1026 x 513 pixels. ![]() I then did a Right-Click on the image and selected Copy. Go to donjon's Fractal World Generator page. Speaking of alternatives, here's a variation of the same theme. The method(s) outlined in this thread are for those who enjoy working with alternative ways to create SC4 maps. If you want something better, check out the links to those programs in said first post. Armed with an export from these, you can simply select your new region as you would any other.įor anyone looking to make their first maps this is true as stated in my original post. You'd be much better off using an application such as SC4 Mapper or Landscape designer to create the actual region heightmap. The function to render greyscale maps from region view is exceedingly limited in terms of what it will accept.
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