Sim City 4 Devotion Forums

SimCity 4 Devotion Custom Content Showcase => Independent Development Projects => Independent Mod Projects => Topic started by: marsh on December 31, 2010, 03:52:08 AM

Title: Marsh's Swamp (Random things I am working on.)
Post by: marsh on December 31, 2010, 03:52:08 AM
I'm just asking for some help here.

I tried making my own water mod as well as rock mod. But each time it doesn't work. (CTD) I used an existing water mod and imported new textures. I kept all the group and instance values exactly the same as the original ones, but still doesn't work.
I didn't find any tutorials about them. So I mostly based it on trial and error, and just random guessing.  &mmm

,marsh
Title: Re: Water/Rock mods
Post by: Lowkee33 on December 31, 2010, 10:28:46 AM
I would guess that your textures are not binary squares. 128x128,256x256,512x512,1024x1024.

Since you are overriding the Maxis Textures you have some freedom.  The fact that your game crashes means that the TGI is correct, and the problem is in your textures somewhere (otherwise, the Maxis water/rock/beach would show).  For the time being, you can also delete any exemplar you may have made for the textures because that ID is in Maxis too. 

Last night I worked on the Terrain Tutorials, but there has to be a place for making new textures as well.
Title: Re: Water/Rock mods
Post by: marsh on January 01, 2011, 04:55:40 AM
Thanks that helped. (I knew it would be a completely stupid reason.  %wrd ) The textures Got screwed up when I was editing them...

thanks
,marsh
Title: Re: Water/Rock mods
Post by: marsh on January 16, 2011, 10:13:45 PM
More help please?

I'm having a problem with the blending of terrain textures.

After the 3rd zoom, everything looks great.

However, the 4th zoom and past there is very little blending in the textures, and the transition is very sudden and apparent. (And ugly.)

Here is what I'm referring to.

Zoom-3
(http://img141.imageshack.us/img141/1517/img0041s.jpg)

and the same area at zoom 4
(http://img217.imageshack.us/img217/4431/img0042jc.jpg)

Any way to make this stop?

,marsh
Title: Re: Terrain Blending
Post by: turtle on January 17, 2011, 08:43:02 AM
Hey Marsh,
I can't really help you personally, but I think maybe what Ennedi posted in Orange_o_'s lex candidacy thread could help you. Something about spread curves... see this post: http://sc4devotion.com/forums/index.php?topic=6746.msg295830#msg295830

I wish you good luck with your project  ;)
turtle
Title: Re: Terrain Blending
Post by: Lowkee33 on January 17, 2011, 09:43:48 AM
Indeed, this is done in the texture's exemplar (which are all in No_4).

In the texture exemplar you will find "spread curves" for all of the zooms.  I don't know the exact nature of the properties, but the numbers there probably refer to meters.

Here is the textures as they are in No_4
(http://img51.imageshack.us/img51/6929/testpi.jpg)
Full Size (http://img51.imageshack.us/img51/6929/testpi.jpg)

For this, I have just copy/pasted the zoom 2 (Z2) curve into the 3 and 4 properties for the "ed" texture.

(http://img825.imageshack.us/img825/9572/test2tz.jpg)
Full Size (http://img825.imageshack.us/img825/9572/test2tz.jpg)

I have scaled these images, and the jpeg conversion doesn't help either.  The problem is fixable, mostly because these textures do match each other.  You are basically making a choice between blending and definition.   
Title: Re: Terrain Blending
Post by: marsh on January 17, 2011, 04:31:03 PM
Thanks a lot for the help lowkee!  ;D You too turtle. That could help other with things a bit.  ;)

________________________________________________________________________________

Anyways, since this IS a project board and not a help thread, I'll show what I have been doing.

First off rock mods.

Nothing special, since these are NOT MY TEXTURES. Their from Orange's terrain mod and I was just screwing around. Pretty much only for personal use.  ;)

I was trying for some icy rock textures at higher altitudes. I may try to make my own textures, since these are a bit repetitive and bland. (For cliff textures anyway)

(http://img703.imageshack.us/img703/7302/93517581.jpg)

This one looks like a very, eroded and smoothish rock.

Again, not my textures, but I was just trying this out to get some ideas.

(http://img543.imageshack.us/img543/9881/img0040xgb.jpg)

Now onto my terrain mod.

I am currently editing my Socorro Terrain mod which I realesed on the STEX before Christmas. ->me<- (http://www.simtropolis.com/stex/details.cfm?id=25526)

It was originally for my wild west region. (Which I am trying to Taylor it customly for)

The textures at lower altitudes are fine. Right now I am trying to get some nice High-Alpine looks.

I got a nice effect in this picture (http://img835.imageshack.us/img835/7009/picae.jpg), but I was hoping to get it a bit brighter.

However this still needs a lot more work.

As you can see, Theres a large mess of textures at the higher altitudes.

(http://img821.imageshack.us/img821/828/img0058ik.jpg)
(http://img15.imageshack.us/img15/5930/img0059yz.jpg)

See?... Really horrid. It looks like I was drunk when making made my terrain mod.

Ennedi made some nice high-altitude terrain in this post (http://sc4devotion.com/forums/index.php?topic=2157.msg244442#msg244442), as well as this post (http://sc4devotion.com/forums/index.php?topic=2157.msg221680#msg221680) which I am trying to mimic a bit using some of Orange's textures.

I know I need to make some textures myself when doing this. But I'll do that when I have time.  ;)

My terrain mod WAS nice.. but at the moment I completely messed it up trying to get it how I want. :D

Also, any help is greatly appreciated.  :P

,marsh

Title: Re: Terrain modding and other stuff.
Post by: Lowkee33 on January 17, 2011, 05:09:03 PM
Ennedi's contributions to the terrain modding are many and valuable.

Check this out Texture Maker (http://www.texturemaker.com/news.php)

I have made a few textures with it.  Grass is harder, and an image editing program certainly helps.

Just make sure you make the 1024x1024 and change your Terrain Texture Tileing Factor to .1 in the terrain exemplar.
Title: Re: Terrain modding and other stuff.
Post by: Lowkee33 on February 25, 2011, 03:55:29 PM
Quote
Just make sure you make the 1024x1024

ehh, you may know I have had a change of heart with this one.  Basically, it comes down to file size.  We have necessary textures: water, cliff, beach, lower beach, deep sea, and the two on the edge of a map.  That leaves us with 249 textures we can make without interfering too much with Maxis.  1024x1024 are going to be about 2.5mb each, so that is a near 625mb mod.  512x512 would be 150mb, which, to me, is still too much.  You got to figure, NAM and a variety of add-ons is about 100mb, so a terrain mod that size would have to be nearly as essential (could it ever be?).  I am going for about 60mb, but part of that is dependent upon if I end up using a dynamic moisture simulation.

btw, do you want the INI I made using Cycledog's textures?  Haven't got much feedback.  You would need the Weather Tuning Exemplar too, but I could point you to that if you are interested.

:) The Reason I am Posting:  Finally dug my head into the terrain texture exemplars:

Texture blend strength:  This is the strength of a texture as it blends with other textures.  We may have been able to fix the problem you had before by increasing this value for the brighter green/stone texture.

The two unknowns appear to have no effect whatsoever.  I removed them and changed value significantly with no effects.

The SpreadCurves all work the same way.  They are ordered pairs.  The first of the pair is the distance from the center of the texture, which I don't think is meters.  The second of the pair is the strength of the texture.  It is hard to tell this by Maxis Terrain Textures, but check out the Beach Exemplar (0x39) it has 12? Reps.  The 6 Reps are something like this: 0,1,16,1,32,0.  This says "0 from the center the texture is at %100, 16 from the center the texture is also %100, and 32 from the center the texture is at %0".  Not a very good curve.  A much better curve would have more reps (which is possible) and slow down the rate of going from %100 to %0: 0,1,8,.8,16,.6,24,.4,32,.2,40,0.  In general, the distances can be smaller for closer zooms, and depending on how well the textures match each other.  (This is why copy/pasting the zoom 2 into the 3&4 worked to fix your issue.  We increased the distance the textures spread out.  During my tests I noticed off and on performance issues while changing zooms, so I am slightly weary of making these properties have too many Reps.
Title: Re: Terrain modding and other stuff.
Post by: marsh on February 25, 2011, 11:33:27 PM
Thanks for that info. I like to take any that comes my way. :)

I've been playing around with my terrains (not as much as before.) For some reason the texture maker does not work for me. Just get an error message saying it has stopped working.  &mmm

,marsh

*edit - I would love that ini.  ;D
Title: Re: Terrain modding and other stuff.
Post by: marsh on February 27, 2011, 06:17:08 PM
Well.... working on some tree controllers for fun.   $%Grinno$%

They're from C.P.'s tree pack. This is a spring version.

(http://img141.imageshack.us/img141/6600/img0128mi.jpg)

Although those missing areas in the valleys are a ain for me ATM.  ()what()

As you can see from the very professional looking image below, I want that peach circle like the red circle. Any help there? At the moment no trees get planted there what-so-ever.

(http://img35.imageshack.us/img35/3296/img0130xx.jpg)

As well as the spring, there is a fall one. I think it needs a larger variety of color. However that would conflict with the trees of the other seasons that are located in the same places... (This is why seasonal trees would be awesome:P)

(http://img821.imageshack.us/img821/8462/img0131khj.jpg)

These are NOT seasonal. They are just simple controllers I have made, mainly for my own personal use. Lowkee is working on seasonal versions of C.P.'s trees. Which you probably can't tell, but I am very anxious for them.  ::)

And finally, just some playing around.
(http://img29.imageshack.us/img29/3979/img0129tb.jpg)

(http://img833.imageshack.us/img833/6774/img0133nz.jpg)

,marsh  :)


*edit - Here is another pic by joshriddle577. I gave to him in chat to test (because I was unsure about the dependency) It came out very nice... Spread out and neatly placed :)
(I think that is my terrain mod as well.  :D)
(http://i798.photobucket.com/albums/yy264/joshriddle5555/Bordentown-Oct22091298853594.png)
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Lowkee33 on February 27, 2011, 07:48:13 PM
I'll have that INI for you soon, today was busy with props.

Looks good.  I helped JackFrost with some flora-ing and that thread would help you.  (Link (http://sc4devotion.com/forums/index.php?topic=12275.0)).  From your pictures it looks like you are missing a moisture value somewhere in FloraPreferences.

Flora can be changed like terrain textures.  If you plant trees, save, quit, and then change the RKT of the tree you planted, then the next time you open the game the new model will appear there.  So, you could make 4 identical tree controllers where each on references different seasons.

The best way to have a tree controller is have one cluster for each florapreferences Rep.  You would start with a few models being repeated in many flora exemplars, but as new trees are made you could simply switch out RKT, and no one would have to replant.
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on April 01, 2011, 04:16:21 PM
Lowkee: Thank you. That REALLY helped.  ;D I did not know that before... :P

Well I have a new mod on the STEX.

(http://www.simtropolis.com/forum/index.php?app=downloads&module=display&section=screenshot&id=26034&record=83305)
The HD Sandy Beach Mod. (http://www.simtropolis.com/forum/files/file/26034-hd-sandy-beach-mod/)

I have used Orange_o_'s textures for it (He gave me permission to release it ;) and I have to say they are really beautiful.

(http://img815.imageshack.us/img815/4470/pic3y.jpg)

(http://img821.imageshack.us/img821/9382/pic2mz.jpg)

(http://img26.imageshack.us/img26/74/pic1tx.jpg)

3rd closest zoom of the beach.

(http://img847.imageshack.us/img847/4614/pic4h.jpg)

Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: kodlovag on April 08, 2011, 05:20:20 AM
Nice mod, marsh.

I now decided to play with tree controllers. I was bored to planting trees at mayor mode, I want to do it with the god mode brush. It's so much faster.
I saw your pics in your MD so many times, and if I'm correct, you plant them with a controller. I found the attached tree controller in one of your older post. I was more or less successful with recreating your newest controller with girafe's maples, Heblem's tropical trees and gdv's coconut palms. Not very easy to fine tune the flora radius and cluster radius parameters to look good. I can't even decide the exact number of maple models used. Maybe other models are there too.

My final goal would be making a full tropical tree controller, similar to cp's controllers. Can you share your controllers already made to help me? Or cooperate in a project? Or if you already started it, I would be happy if I could join. I think it's time to make new controllers, as there are many new tree models are out since cp's pack.


Other
Do you have any more information about the FloraParameters property? I think I already read everything available on the SC4D.
 1. State change interval [day/2]
 6. Cycle length for state change [day]
 8. Max allowed slope
11. Radius of exclusivity. Flora only placed, if no other flora exists within this radius
13. Radius occupied. Flora only placed if not intersects with other occupant sizes.
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: noahclem on April 08, 2011, 11:13:52 AM
Beautiful stuff Marsh! Hopefully you're interested in kodlovag's proposal too--tree controllers for those new HD trees would be great!
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on April 08, 2011, 09:36:57 PM
kodlovag -

I know how to make tree controllers, however the thing I am struggling with at the moment is the property that tell where each tree is supposed to go. I don't often use tree controllers. I'd rather "tell" my trees where to go themselves. The tree controllers I made was because I wanted the region view to look nicer. Just as a temporary placement of sorts. 1 tree controller I did attempt though... I simply started replacing properties in one of C.P.'s controllers. It made a beautiful "Prairie". Similar to the open areas in my Wild West region I made.

A tropical tree controller would be nice, and I would be interested in working with you. (As soon as I completely understand the flora preferences, along with many other ones.  &Thk/( )

I made this in about 3 minuets. Just a simple one using Girafe's maples and some bamboo.

(http://www.majhost.com/gallery/gafibla/SimCity4/trees.jpg)

My current forests, for my tropical region, I use Girafe's maples, moonlight's bamboo, goldiva's palms, and heblem's trees here and there. Moonlight made some bamboo on his site (HD) and it blends in amazingly with girafe's maple trees. >>Linkie<< (http://blog.livedoor.jp/moonlinght/archives/cat_59226.html) Scroll down the page and you will find them.

The flora parameters, if I am not mistaken  &Thk/(, decides where the trees are placed at different elevations. Again, I have not played with it yet so I'm still figuring that out.

Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Lowkee33 on April 09, 2011, 12:35:00 PM
The flora parameters, if I am not mistaken  &Thk/(, decides where the trees are placed at different elevations. Again, I have not played with it yet so I'm still figuring that out.

This is FloraPreferences, the one with 256 reps.  Very similar to the Texture Table in the INI.  It can be imagined as a 16x16 table, but in this case, the top row is the lowest elevation, the columns still go from dry to wet.  The bottom row (the last 16 digits) also behaves like the top row in the INI, but in this case the setting for the "end" of the flora elevations is in the FloraTuningParameters.  Unless you have snow covered trees (which thanks to Girafe, we do), I wouldn't recommend trees having any value other than 0 in the last 16 reps.

Also to consider is the Water Flora property.  If this is set to true, then the flora only uses the first 16 reps of the preferences, and ignores any altitude limitations.  It doesn't work the way the description says it does.  I don't think it ever could either, the main problem being that underwater is guaranteed to be only the wettest moisture level.  (although maybe a rep in the parameters changes the non-workingness of the altitudes).

Values in preferences can be anywhere between, and including, 0-1.  The main function of values other than 0 or 1 is to be like a strength modifier, but there is another which I will explain further down. 

I would be happy if I could join. I think it's time to make new controllers, as there are many new tree models are out since cp's pack.

Agreed.  I will be working on a Girafe only controller, but we haven't seen the last of plants from him (unless the birches broke his spirit  :'( ). 


Quote
Do you have any more information about the FloraParameters property? I think I already read everything available on the SC4D.
 1. State change interval [day/2]
 6. Cycle length for state change [day]
 8. Max allowed slope
11. Radius of exclusivity. Flora only placed, if no other flora exists within this radius
13. Radius occupied. Flora only placed if not intersects with other occupant sizes.


I have been meaning to post this in a tutorial section, but here you go. 

CycleDogg did some valuable research into this, and filled in a bunch of gaps.

11- This is the amount of space a flora takes up after it is plopped, however see rep 14 
14- If the height difference between flora is greater than this, then flora will override the 11th rep

At least, 4, 5, 9, and 10 have something to do with RandomSeedingCellsPerMonth property in the Flora Tuning Parameters.

By default, this property is set to "0".  By changing it to something other than 0 you will see trees being planted automatically every 24 months pre-mayor mode.  The 18 months change be changed to 1 (which is how it is in my seasonal flora patch), at which point you will see however many trees to have set to plant per month appear.

Rep:

9- if this value is less than or equal to the values in the flora preferences, then a tree will be placed.  Otherwise, the tree is removed.

10- not too sure.  Perhaps speed of seeding, perhaps slope possible.  Values between 0-1 seem to make a difference, although Maxis has them at 30

4 and 5- relate to the "spreading" of the flora.  There is a point where rather than be placed randomly (also depending upon preferences) flora "spreads", like if you were to pour liquid on a floor.

Without 4 and 5 being high, this random seeding is slow and tedious.  It may be some kind of radius.  My testing with increasing rep 9 makes large gaps of flora.  Changing 4 or 5 effects the gaps, but it also seems to make clustering not work as well.

So that leaves 2, 3, and 12 as being mysterious.  All of the god-mode trees have these set the same, so finding differences in behavior is tough.

I have attached a file that will plant Maxis trees at a somewhat manageable rate.  The 9th rep is also set to .9 so that in some places, the types of trees can "battle".  Within 2 years of running this you can have a fully covered large tile.

The main downfall of this is that it stops working after you enter mayor mode.  There is also a moisture simulation that would make trees much more diverse, but this only starts after entering mayor mode.  Even if it could, the moisture simulation only seems to be able to last one year (no matter the change in the property that basically says "length of moisture simulation').  If disasters didn't pause the game as well, I could see really neat things happening.   
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on April 10, 2011, 04:02:15 AM
Wow Lowkee. That helps a lot.  :) I'll play around with tree controllers more sometime in the near future. I think I'm starting to understand now.  ::)

Although today.... I've been playing with terrain mods more. Trying to get a good one for a future desert region of mine. The sand looks great further away. Like dunes. I need to modify the texture so that when you change zoom they stay more or less the same size. For some reason though Girafe's trees fit in surprisingly well...

(http://www.majhost.com/gallery/gafibla/Updates/Update45/pic-2.jpg)

As well as a rock mod for it.

(http://www.majhost.com/gallery/gafibla/Updates/Update45/pic-3.jpg)

(http://www.majhost.com/gallery/gafibla/Updates/Update45/pic-4.jpg)

Finally... how is this for Simmars terrain? :P

(http://www.majhost.com/gallery/gafibla/Updates/Update45/pic-5.jpg)

(http://www.majhost.com/gallery/gafibla/Updates/Update45/pic-6.jpg)

Today I've just been having fun. Although I hope to actually go further on that Desert terrain mod.
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: kodlovag on April 10, 2011, 06:10:56 PM
Nice terrain textures, I like your mod. If you need, I have 7 sand and rocky sand textures, packed and ready to use. However I've never tested how they look in the game. Just PM me, if you want them.

This is what could I achieve by now with tree controllers. Will try to add the bamboo too. Looks better in game, jpeg conversion shifts the colors.

(http://img862.imageshack.us/img862/6917/110408treecontroller02.jpg)

(http://img232.imageshack.us/img232/8926/110408treecontroller01.jpg)
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: kodlovag on April 10, 2011, 06:29:34 PM
11- This is the amount of space a flora takes up after it is plopped, however see rep 14 
14- If the height difference between flora is greater than this, then flora will override the 11th rep   

After playing hours during the weekend with a test flora I found the same rules.
Thanks for the info on the flora spreading and auto planting. I've never run long enough the game in god mode to see this feature exists.

Do you plan to make a seasonal tree controller?
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Evillions8 on April 10, 2011, 07:01:10 PM
As a SimMars team member, we would love to have your version of the terrain than what we have.  Ours is like that 2004 version of a Middle Eastern desert.  :D  Anyways, I love your modding works!  Please release them, all of us can benefit from this.  :)
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on April 10, 2011, 07:17:26 PM
Kodlovag: Well the controllers look great! I am work on one and see how it goes. Also I would love those textures you have. :)

Evillions: Thank you. If I ACTUALLY made a terrain mod for Simmars I would use more than 1 texture though...  ::)
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Lowkee33 on April 10, 2011, 07:43:07 PM
How many textures does SimMars have anyway?  I guess the big question is, how much memory would the team want to spend one textures?  I bet Mars could be looking real good with 4 2048x2048 textures (which would be near 40mb).

@Kodlovag:  The self planting is turned off by default.  Cycledogg's mods have it set to 1, but even then it is one tree every 2 years (of pre mayor mode).  I only knew it was working while I was testing seasonal terrain mods.

I do plan to make a seasonal tree controller, but it is pretty resource intensive changing a god-mode amount of trees.  Another idea would be to make something like what Marsh has done, but I hear that this causes crashes?  Not really sure why, although it may have been the cause of crashes I was having a while ago.  

@Marsh, sorry for pushing your thread in different directions.  Keep up the good work :)
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: travismking on April 10, 2011, 09:27:29 PM
I know this is marsh's thread, and I really like that desert terrain mod, But Kodlovag's tree controller looks AMAZING! Do you have any plans to release it when its finished? I Would really like to use it, as now i plant almost that exact variety of trees in Mayor mode in my forests, and its quite time consuming and hurts my mouse hand  :D
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on April 10, 2011, 10:49:31 PM
Pushing my thread in other directions isn't bothering me one bit. I love seeing what other people are doing. And Lowkee, you've actually been helping me out a lot answering questions.  :D

Here is another rock mod I made. Tell me what you think.

(http://www.majhost.com/gallery/gafibla/SimCity4/img0176.jpg)

Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: travismking on April 10, 2011, 11:51:54 PM
I like that one better than the original marsh, looks nice :)
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: kodlovag on April 11, 2011, 04:32:02 AM
I more like the first version. You just decrease the repetition a bit.

I sent you the sand textures. They have the same size format as the Pyrenean textures by Orange, and the ID ranges are compatible.
I collected the textures from the net, and made them seamless and created the zooms.
I'm using Tex66 for my beaches. See the tree controller images, however the beach line is very thin there. I also made a blueish version for underwater texture. Looks nice when combined with a dark blue deep see texture.
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Lowkee33 on April 11, 2011, 10:32:16 AM
I like the textures.  An important thing to test is to make sure your cliff looks good in all rotations too.  From that rotation, the vertical lines look good.  Rotate 90 degrees, and they will be horizontal along the cliff.

Orange's textures are made for a TerrainTexTilingAmount of .1.  I wouldn't recommend sticking with the format of his zooms though, and believe they should all be the same size.  The reason for the size change was to lower file size, and not really wanted.  The Pyrenean mod that we have is a significantly toned down version of the original plan.  (I think  :-[ ) 

Like dunes. I need to modify the texture so that when you change zoom they stay more or less the same size.

I have a different approach to zooms.  Using my carpet as an example:  Looking at it very close I each strand of fabric.  As I move my head away I loose the strands, but I do see that the strands form clumps.  Going further away I loose the clumps, but I do see the pattern of the vacuum cleaner (I wish).

My point is that although those strands did get smaller at first, my eyes began to pick up other (more relative) patterns.  A zoom 0 texture can have just as much detail as a zoom 4, just different sized details.
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Evillions8 on April 12, 2011, 05:26:36 PM
You're right marsh, it would have to have different elevation textures and a rock mod. 

As for your newest rock mod, I like that more than the first one.  It looks more natural.  :)
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on April 16, 2011, 02:57:49 AM
Lowkee: Thank you for that tip. That will surely help me out.

kodlovag: I have to say, those sand textures are awesome.

I've used them in this picture.

(http://www.majhost.com/gallery/gafibla/SimCity4/teaser-1.jpg)
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on April 16, 2011, 04:24:10 AM
A bit more progress on the cliffs. I have gotten the textures to blend better with the terrain, and also worked on different zooms.

(http://www.majhost.com/gallery/gafibla/SimCity4/img0197.jpg)

(http://www.majhost.com/gallery/gafibla/SimCity4/img0198.jpg)

Also have changed kodlovag's textures blending properties.

(http://www.majhost.com/gallery/gafibla/SimCity4/img0196.jpg)
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Girafe on April 16, 2011, 07:41:04 AM
Better and better.

I am asking about the pink colour, don't know if it's too pronounced or not

Anyway thanks for this job  :)
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Evillions8 on April 16, 2011, 10:27:43 PM
A bit too pink, try making it more yellow / dark like.  Like where this is going.  :)
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: peter007 on April 17, 2011, 10:43:51 AM
I think it's a great texture.
Maybe some adds (moss,branches,etc.)

-Ernst
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: kaylacey on April 17, 2011, 03:16:46 PM
Maybe you could make some dune grass?  You know that really tall wavy wheat-like grass that is always on wild sandy beaches!
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: kodlovag on April 18, 2011, 03:27:53 AM
Sand textures looks nice! I never had enough time to try them in the game.
I can see a dirt ground texture in the pics, which is not from me. Looks nice too.
I also made several grass and snow textures. But grass textures are just too different from each other and blending with other textures is not very good. There are only 1 or 2 grass textures, what I'm really satisfied with. The snow textures are untested too. But I think you are much more interested to sand. Your game is really in sandbox mode  $%Grinno$%
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Evillions8 on April 20, 2011, 04:18:31 PM
You really can't add grass because it would apply to all areas of terrain.  Thus, ruining the purpose of having grass textures.
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on April 24, 2011, 09:04:11 PM
I'll get to changing the rock textures sometime.  ;)

kaylacey: That is a good idea. Sadly I do not know anything about BATing.  &mmm Although I could possibly incorporate it into the terrain mod.

kodlovag: Yea. Sand. ::) Those dirt textures are more of a cracked earth. (Dried mid) which you'll see in the below picture.

Evillions: Not necessarily. If you make a different texture you can only have it apply to certain areas. ;)

This texture I'm trying for is a cracked earth/dried mud. I'm still trying to get it appear in the correct places. (Like flat ground). It's for areas which where previously ponds/lakes. I hope to get it on mostly all ground that is perfectly flat up in higher altitudes so there are nice dried lakes in areas. At sea-level I don't want it like that though. I'm tring for sand dunes and oasis's mostly, while higher altitudes are more rocky than sandy.

(http://img14.imageshack.us/img14/6306/pic1ze.jpg)

This is sort-of What I'm trying to go for at lower altitudes. Small "ponds" Higher altitudes will be larger and more visual.

(http://wetravelworld.com/media/wetravelworld.com/2009/03/3451482-Dunes-and-dried-mud-1.jpg)
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Evillions8 on April 24, 2011, 09:22:06 PM
O..M..G...
 &apls &apls &apls

That's just perfect....
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: rooker1 on April 26, 2011, 09:48:54 AM
I agree, great texture!!
 &apls
Robin  :thumbsup:
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Evillions8 on April 26, 2011, 08:50:44 PM
If you did wanted a grass texture, there was a plugin where you can have a temporary terrain texture by replacing an animal brush in god mode.  I forgot what it was (it was from SMP from what I know of), but it's pretty awesome.  Only if people knew how do that.  &mmm
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on May 06, 2011, 08:09:51 PM
Evillions: Yea, I know about that too. The problem is every time you exit the game it disappears.  &mmm

Currently not much going on. However I'm looking into street-tree mods. I want to make a seasonal one. The only problem is there are not many trees. C.P.'s ones seem over-scaled. And Girafes... well those are not seasonal trees. So until then I'll try and get the hang of making a normal one. :P

edit*- I had a question. What is the difference between the different "Recourse Key Type"'s? Like 1,2,3,4,5 & xm's? I noticed these when trying to make a tree controller with girafe's seasonal trees and they started changing at a far different pace than the plopped ones.
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Evillions8 on May 06, 2011, 11:31:16 PM
For your trees, what type are you looking for?
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on May 07, 2011, 03:22:56 PM
Seasonal ones. ;)

Correcting myself from my last post. *Girafe's are not singular models* 
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Girafe on May 07, 2011, 04:31:33 PM


Correcting myself from my last post. *Girafe's are not singular models* 

Yes, I think about exporting singular tree however it's really long and the scale of the tree is a little bit smaller - you can't have big trees for cities. Anyway I have not motivation for time sry  %wrd
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on May 08, 2011, 12:39:17 AM
Girafe: It's okay, I understand. :P

I recently have tried to make a tree controller using Girafe's trees. The problem is the seasonal trees Change at a rapid interval, and sometimes only certain ones change. Could anyone possibly tell me why this is happening and/or how to fix it?

Example of what I'm talking about.

(Left side of the road are MMP trees. Right side is god-mode ones.)

(http://www.majhost.com/gallery/gafibla/SimCity4/1.jpg)
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: DanniBee on May 08, 2011, 01:35:46 AM

I recently have tried to make a tree controller using Girafe's trees. The problem is the seasonal trees Change at a rapid interval, and sometimes only certain ones change. Could anyone possibly tell me why this is happening and/or how to fix it?

Example of what I'm talking about.



Oh, I think you need the seasonal patch for any custom terrain mods here http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2612 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2612)
The same thing happened to me but now it works after installing this  :thumbsup:
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Lowkee33 on May 08, 2011, 07:10:51 AM
DanniBee is correct, though perhaps I should change the image to be "Seasonal Patch for all Terrains".  A patch is needed for Maxis too.
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Girafe on May 08, 2011, 07:25:27 AM
what's this terrain mod Marsh?

 ::)
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on May 08, 2011, 05:54:26 PM
I've reinstalled it and the problem is still the same. The trees planted with the God-mode brush change far different than the ones plopped, and completely skip the winter cycle.
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Lowkee33 on May 08, 2011, 07:08:17 PM
I've reinstalled it and the problem is still the same. The trees planted with the God-mode brush change far different than the ones plopped, and completely skip the winter cycle.

Hmm.  Well, first I will say that I have had seasonal flora in god mode without this issue.

You need to have the 1st rep of FloraParameters be 180, the 6th be 363, and the 7th be 15050 (or something near there).  This aught to do it.

If not, could you post a picture of the Exemplar?  Did you mod Girafe's, or create your own?     
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on May 14, 2011, 06:32:58 PM
I have not got around to the Tree controller yet. I'm still trying. :)

Anyways here is something else I've worked on.

The White Sands Beach Mod - Now on the STEX. http://www.simtropolis.com/forum/files/file/26208-hd-white-sandys-beach-mod/

I simply modified orange's textures and made then white. The underwater textures I tinted slightly blue so that it brings out the water more and looks more tropical. (Thanks to kodlovag for that idea. ;))

(http://www.majhost.com/gallery/gafibla/SimCity4/beach-1.jpg)

(http://www.majhost.com/gallery/gafibla/SimCity4/beach-2.jpg)

(http://www.majhost.com/gallery/gafibla/SimCity4/beach-3.jpg)
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: lak47 on May 16, 2011, 01:04:57 AM
Marsh, not only this mod, but the three pictures you've posted are ridiculously realistic!! Fantstic, modd and pictures!!  &apls
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: FrankU on May 16, 2011, 08:05:53 AM
It's a pity I don't do tropical areas. This is a fantastic sea!
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on June 19, 2011, 10:30:18 PM
Just going to attempt to keep this alive.  :P

(http://img219.imageshack.us/img219/6152/54733888.jpg)

Just made Koldavag's textures into a beach. For a region I am growing. I've also had thoughts of making a custom terrain mod for it, by simply modifying maxis textures. I like the type of detail in them. I would probably keep that, just change some of the hues and add dirt patches in places. Change higher elevation textures to more wet looking ones.
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Evillions8 on June 20, 2011, 12:36:31 AM
I guess that beach could be used for like Midwestern US cities.  If you're going to make a mod out of Maxis texture, you might as well make them a bit more green looking at lower elevations and more dirt, patch like textures at higher elevations.  I really don't know what you're trying to go for, but its just an idea.
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on June 20, 2011, 01:21:28 AM
Not really sure what I'm going for. Just maxis looking because I like that terrain with this region, although I want some different things. Like swampy areas at really low elevations, and snow at higher elevations.

Also forgot to ask this, but anyone know where the maxis terrain data is located? Which dat. I can't seem to find it.  :-[ found it.  ::)

Also, made another thing. (First transit modding too. :) )

I find myself making "cul-de-sacs" with the NAM's street roundabouts a lot. However the center median annoyed me. In the way I was using them anyways... so I fixed that. :P

(http://img39.imageshack.us/img39/7176/culdesacs.jpg)
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Evillions8 on June 20, 2011, 11:32:30 PM
O..M..G... (jaw drops)

 &apls &apls

You just created what everyone just wanted.
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on June 24, 2011, 12:46:55 AM
(http://www.simtropolis.com/forum/index.php?app=downloads&module=display&section=screenshot&id=26383&record=87766)

That mod is now available on the STEX (http://www.simtropolis.com/forum/files/file/26383-larger-cul-de-sac-mod/) for those interested. I wasn't planning on releasing them, but many (On ST at least)asked for them so... here they are.  ::)
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on June 27, 2011, 10:18:36 PM
Well I made a 2nd version of the cul-de-sac mod. After a request I decided to include SAM streets. I also re-worked the maxis streets and made the transitions look more cul-de-sacy. (Don't think that's a word ???)

(http://img843.imageshack.us/img843/9295/streetculdesac1.jpg)

If you want it it's here --> Linkie (http://www.simtropolis.com/forum/files/file/26415-larger-cul-de-sac-mod/)

Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: greckman on June 27, 2011, 11:18:37 PM
Looks fantastic Marsh! I can't wait. That big corner cul-de-sac looks really good.
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on July 13, 2011, 09:19:39 PM
Not necessarily modding. Mostly Loting. :P
But I've lotted most of Girafe's French roadsigns.

(http://www.majhost.com/gallery/gafibla/SimCity4/signs-2.jpg)

linky (http://www.simtropolis.com/forum/files/file/26510-girafes-french-roadsigns-lotted/)

 :thumbsup:
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on July 27, 2011, 04:31:14 PM
I'm very unsure whether or not I will ever finish my Desert terrain mod. I know some people want it, so for those that do, I've uploaded the unfinished mod to mediafire. [Linky] (http://www.mediafire.com/?bgmijv7es8mmkr6) Not that great but whatever. Maybe some will find it useful. &mmm I may upload the rock & beach mods for it too, but that shall come another day.

,marsh
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on August 03, 2011, 04:02:52 PM
Been playing with night/sunset & day colors. Kinda fun.

*makes blood red skies. :P

It's a big image so just click the link- Pic (http://www.majhost.com/gallery/gafibla/SimCity4/sunsetkindaimgooo1.jpg)

Only problem is it does this once I change the png. out. .

(http://www.majhost.com/gallery/gafibla/SimCity4/greenwaterewwwth.jpg)

(That's PEG's brigatine water mod)
This has to be the weirdest bug I've ever seen. ???
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: apeguy on August 07, 2011, 04:30:31 PM
Bug or not, that would still make a good water mod for swamps and rivers. ;)
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on September 10, 2011, 06:35:43 PM
At the moment I'm trying to work on a tree controller. I've replaced the maxis tree controller with girafe's trees, although I'm unsure of what to do next. Does anyone know how to add more trees in? I have a feeling it has something to do with the instance but I haven't figured that out yet while playing with it on my own.
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: noahclem on September 20, 2011, 02:01:15 PM
Glad to hear you've been working on that tree controller, it would be a great thing to have! Unfortunately I'm not able to offer any technical advice on that  $%Grinno$%

That's quite the effect you've created tweaking with the night/twilight colors  &apls  And the yellow water bug makes me laugh--perhaps too many small children swimming?  :D

Keep up the great work, I'll be especially looking forward to updates on the tree controller.
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on September 20, 2011, 06:43:07 PM
The only "update" at the moment is I have girafe's trees. I'll get some pics once I figure out how to add more trees. :P
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on September 25, 2011, 12:44:12 PM
Another question I have. Does anyone happen to know where in the .dat files the maxis trees are located? It would be greatly appreciated. :)

,marsh
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Simcitler on September 25, 2011, 01:18:16 PM
you will find them in simcity1.dat

easiest way to find them:
open Reader
click on simcity1.dat
click on Analyser
choose tree view
click Search
you will find your exemplars in the Flora&Fauna section
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on September 25, 2011, 05:57:08 PM
Thanks for that. I found them through some trial and error. :P

This is what I'm working on.

A maxis tree replacer. Although I'm still experimenting with the types of trees I should use. I'm thinking of making a separate one with just girafe trees. I know c.p. has one, but his grow as saplings just like the maxis trees. Something I've always disliked. Tell me what you think. Suggestions, ect...

(http://www.majhost.com/gallery/gafibla/SimCity4/img0089.jpg)

Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Girafe on September 25, 2011, 06:41:41 PM
Idea is good, lot of people asked me to exported my trees separetely for this kind of modding or street mod. I began but it's a long job and don't have so much time  /wrrd%&

try to re-size c.p. trees with cogeo's tool above all the heigh, it could harmonize at least the scale...
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on September 26, 2011, 05:43:37 PM
Well I went through a lot of trees and decided the best ones to use. The (I forget the name :-[) trees by matt b as a replacement for the maxis oaks. Simfox's chestnuts to replace the palms. (I was thinking of doing palms but decided against it. Not many people use those) And I replaced the pines with CPs' small larches.

I was contemplating making a street tree mod with those trees or similar ones. To blend in better than the CP ones the SFBT mod uses. I'll see about it. ;)

Tell me what you think.  :)

http://www.simtropolis.com/forum/files/file/26804-maxis-tree-replacement-mod/

(http://www.simtropolis.com/forum/index.php?app=downloads&module=display&section=screenshot&full=1&id=26804&record=92449)

(http://www.simtropolis.com/forum/index.php?app=downloads&module=display&section=screenshot&full=1&id=26804&record=92450)
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: apeguy on September 26, 2011, 06:18:51 PM
Tested the tree replacement mod today, and your choice of trees are good, they're far more realistic than the Maxis ones.

Nice work. :thumbsup:
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Ol.S / Benoit on September 27, 2011, 12:53:38 AM
This is really good, thanks a lot !

Just loaded a city and your mod makes some older creations looks really better ! Like Jeronij Walls etc etc... No palms is also a good thing, for most of us I guess :)

Thanks again, I keep an eye on your thread, and good luck with your already amazing MD !
Benoit.
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: cubby420 on September 27, 2011, 09:13:47 AM
Hi Marsh!

Long time no chat. This is a great piece of work you've built here.

One questions - if I load the SFBT street tree mod with the Maxis deciduous, pine, and palm options, why won't your mod replace the maxis trees on the street?
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on September 27, 2011, 07:31:24 PM
Thank you all. :D

cubby: I'm not sure. I've never used that one since for me it didn't just put maxis trees down, but some other random ones too for some reason. I also recently noticed that when looking at some trees they're not replaced. (It seems to be only street trees) I'll look into it. :)
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: cubby420 on September 27, 2011, 08:37:04 PM
Good man...I expect an answer right away!  ::)
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Andreas on September 28, 2011, 10:16:02 AM
The SFBT Street Tree Mod is using a single prop family that is placed on all the various types of streets (low/medium/high density zones, mostly residential, but also a couple of commercial and farm zones). Furthermore, I created new exemplar files (tree prop families) for various types of trees (Maxis palms/deciduous/pines, CP deciduous/pines/firs/..., PEG pines). This means that if you install more than one of the tree prop families, all included trees will show up randomly. If you want to restrict the mod to a certain type of tree, remove all but one of those files. The DAT files are included in the SFBT Street Tree Mod, and also in the SFBT Essentials, since there are quite a few SFBT lots that make use of those families. Naturally, you should install all dependencies of the tree prop families that you used, otherwise you might get the infamous brown boxes.

To make a long story short, if you want to replace the trees that are placed with the SFBT Street Tree Mod, you need to override those exemplar files. Ideally, you select a number of trees that you like to grow along the streets, create a new set of prop exemplar files for them (with individual IDs), and use the very same prop family. Remove all other tree prop family DATs from your plugins folder, then only the new trees should show up. I chose this way when designing the mod, as changing trees is very simple with the process described above, and you can switch to another set of trees at any time (you just need to click with the street tool on your streets every few tiles in order to update them with the new trees).

There is another way to replace trees, and that one will even update all trees that exist in a city without a single click, though. This is the method that I used for creating the SFBT Tree Replacement Mod that changes all Maxis trees to Cycledogg's trees (I tried my best to find CP trees in similar dimensions for all Maxis trees, so they won't cut in existing buildings, but naturally, my selection was somewhat limited back then). What I did was using a copy of the prop exemplar files, but without changing the ID, but changing the Resource Key Type 1 property that references to the actual tree model. This is quite elegant as well, but restricts the trees to a single set (one replacement tree for every original Maxis one), while the Street Tree Mod allows mixed setups with prop families.
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Evillions8 on September 29, 2011, 01:30:36 PM
Are those images the future updates for your CJ?  :P ???

Anyways, nice work!  I won't use them for reasons, but I do like to use them some time.
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on September 30, 2011, 02:35:55 PM
Thank you for that help andreas. :) I'll get to it eventually (probably when I start building my city more :P)

evillions: No they are not. I just built that quickly to test the mod. ;)

I come asking another question. I'm using orange_o_'s pyrean terrain mod. My question is why does it make all beach and water textures seem spread out more. Like they're blurry. It just ruins everything. I've figured out how to fix the beach mod by just adding a exemplar with some texture spread curves for it, but I can't get the water normal. Any help here?
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Lowkee33 on September 30, 2011, 02:41:47 PM
The Pyrean mod uses 512x512 textures, and in order to get the detail out of these, the TerrainTexTilingFactor (in the Terrain Properties exemplar) has been dropped to .1.  This property does effect all textures, so you will need to find/make some 512x512 water textures to get the detail back.  I suppose you could just tile some 256x256 textures in photoshop to get back to normal.

(Or, you could make some 1024x1024 textures and drop this to .05  ::) )
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on September 30, 2011, 03:18:04 PM
Lowkee: Thanks for that help. :) I used your water mod you gave me and it works fine. The only problem is the zoom 3 textures which look kinda blurry.
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Rayden on September 30, 2011, 04:33:37 PM
The Pyrean mod uses 512x512 textures, and in order to get the detail out of these, the TerrainTexTilingFactor (in the Terrain Properties exemplar) has been dropped to .1.  This property does effect all textures, so you will need to find/make some 512x512 water textures to get the detail back.  I suppose you could just tile some 256x256 textures in photoshop to get back to normal.

(Or, you could make some 1024x1024 textures and drop this to .05  ::) )

Me and Adam tested that property extensively with water and rock mods, and the best factor for textures iqual or above 512x512 was 0.12. We tested the 0.1 and many textures on different zooms got that blurry, and the 0.15 didn't show all the details and got a bit too much repetitive than we would like, so, the half way was the best compromise. I still use 0.12 now a days.
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: marsh on October 03, 2011, 06:56:33 PM
Rayden: I may be using .12 now, it looks much better :) Oranges' terrain mod seems to be at .09


So I'm still trying to wrap my head around T-21's. I started this when trying to make a cantilary mod for GLR (which resulted in failure) I want to make a seasonal street tree mod. Although I have no idea how to get that to work. I'm guessing having to make separate seasons separate props on the same spot, even though I explained that bad. ???
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: jdenm8 on October 03, 2011, 08:36:03 PM
As far as I'm aware, it's like LOTing a normal LOT, but you copy the LotConfig stuff into a T21 exemplar.
Seasonals are exactly the same as on a normal LOT, place all four seasons on the same spot.
Title: Re: Marsh's Swamp (Random things I am working on.)
Post by: Ol.S / Benoit on November 22, 2011, 01:39:03 PM
Hi Marsh,

First, I would like to thank you for the quality stuff you share here...
I'm having fun right now with your desert rock & terrain mod, which are amazing, espacially the cracked earth texture !  :thumbsup: (Check my MD to see some pictures of your work !)

Here is my request : As you are the master for HD beach MODs, I was wondering if you can make one that looks like what we can see around the Draa river in Morocco ? A greeny/sandy/rocky beach mod would fit perfectly with your desert rock & terrain mod.
Anyway, you tell me what do you think about that. :)

Here is an example :
(http://s3.noelshack.com/uploads/images/20293187888259_3772953911_b93f578584_z.jpg) (http://s3.noelshack.com/upload/20293187888259_3772953911_b93f578584_z.jpg)

(http://s3.noelshack.com/uploads/images/20753179604487_valleedraa03.jpg) (http://s3.noelshack.com/upload/20753179604487_valleedraa03.jpg)

Keep it up !