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Author Topic: District of Wenzel - Update 116 - 3/17/15  (Read 162056 times)

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Offline packersfan

District of Wenzel - Update 111 - 2/10/15
« Reply #480 on: February 10, 2015, 10:36:06 AM »
Ouisconsin County - Exploring the Ouisconsin River <DoW Update 111:02.10.15>
Welcome to a new phase for the District of Wenzel.  We are moving to a different area of the district.  This area dubbed Ouisconsin is about 300 miles northwest of Martin County.



Now we go back before civilization reached the forests of the District of Wenzel.  About 300 miles to the southeast, Martin Town has been establish at the mouth of Brittany River along the shores of Sapphire Lake.  Surveyors were sent out along the various rivers flowing into and out of Sapphire Lake.  One team led by Captain Samuel Hitchcock discovered an even larger river flowing into Sapphire Lake hundreds of miles north of Martin Town.

Hitchcock named the river Ouisconsin meaning the gathering of waters.  The team made their way up the lazy river searching for the headwaters.  As the trees changed color, the Hitchcock and his men landed on a a wooded peninsula just after discovering a tributary to Ouisconsin which Hitchcock labelled as Liberty River on his map.




Captain Hitchcock, Lieutenant John Weston, Sergeant Robert Clefton, Courtnay Fisher, Elisha Moorhead, Timothy Baker, Oliver Putnam, and Venton Davis disembarked and began clearing the land to build some winter shelter.  Captain Hitchcock and Lieutenant Weston explored further along the river while the other six men established a base of operations at Camp Liberty.



Hitchcock's men built two small cabins to provide shelter from the winter cold.  Hitchcock and Weston continued to survey the area while Venton Davis and Courtnay Fisher, the group's best hunters, provided fresh deer and rabbit meat.



We are here.



Welcome to Ouisconsin!

I hope to be able to do a little bit of historical stuff with the region, establishing various outposts, chronicling the settlements growing into an expansive metropolis.  I could use a lot of help though with ways to make my region historical...how to have no cars, good lots to use, how to "power" in a time when things didn't have electric power.  I hope SimCoug can help me out with some of these questions, and I hope I can do my vision justice.

Replies:
art128: It's great that you stay strong despite being struck by the prop pox bug. It happened on the most important tile of my region when I was working on Hiroshima and it really made me want to stop playing the game for some time. In the end I started a new region right after it. :P

Quote
...or slowly like we are discovering a new land and don't yet have flight. Maybe I will make some rough old style maps for the early going and then when I reach more "modern" times, I reveal the google-style map.

I'm liking this idea quite a lot and would definitely like to see it!

+1 K-point for you for not letting the Prop pox put you down and wanting a fresh start.


Thanks.  The first time the prop pox struck this region in 2011 it struck the main downtown tile.  I think I took four months before the next update, some of that time spent trying to figure out the problem and some of the time just not into playing anymore.  This has to be a record turnaround for losing a region (probably on Thursday?) and having a new region basically set to go with a map in the works and update up by Tuesday!

vinlabsc3k: Oh no, it's a disaster!! :'(

But I'm heartened by the fact that you will continue with a new region!! &apls


I can't believe I already have an update up for the new region!

epicblunder: bummer your old region is sunk, but starting a new one is always exciting!  are you using the same map or trying something new?  Can't wait to see what you come up with.

A new map, but I won't reveal a region view until later.  I want to reveal the region by close-up pics like people would really see a region when exploring it before having airplanes or satellites.  Of course, we are sort of in the role of gods.  There will probably be a full map of the region before there is a region shot.

carlfatal: Wonderful again!  &apls

Especially I love, how the old church sits on a place not matching with the modern street layout.  :satisfied:


Yeah, that is why I like building little settlements throughout a region before settling in to rapid expansion of the metropolis.  Adds much more character to a grid setting.

vortext: It's great to hear you're not deterred and quick on your feet again with a new region!  &apls

I also like the idea of a old style map. Looking forward to the first pictures!  :thumbsup:


Well this was a very quick turnaround.  I discovered the prop pox at the earliest on Thursday...mourned a little and turned around and have a completely forested region, the start of a map (in old style for now), and a first update by Tuesday.

benedict: Terrible news about the prop pox.

Another great update, though. I am always impressed with the details on the maps and how perfectly they match the region.


I look forward to DoW being number one again.  This is just a new chapter with exciting and fresh possibilities.  Thanks for continuing to follow!

Offline vinlabsc3k

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Re: District of Wenzel - Update 111 - 2/10/15
« Reply #481 on: February 11, 2015, 04:10:34 AM »
Wow, It's a great start!! &apls &apls &apls

I love all the MMPs that you used! :thumbsup:
My creation at CityBuilders.



SimCity 5 is here with the NAM Creations!!

Offline carlfatal

Re: District of Wenzel - Update 111 - 2/10/15
« Reply #482 on: February 15, 2015, 03:15:34 PM »
However I managed not to read about the prop pox... but really good to see you back after such a short time with this ambitious new project and very impressive first pictures!  &apls

Keep the wheels rolling!  :thumbsup:


Offline Fasan

Re: District of Wenzel - Update 111 - 2/10/15
« Reply #483 on: February 15, 2015, 03:20:25 PM »
Very nice pictures. A great job and a masterpiece,
what I have always admired.  :thumbsup:

Fasan  ;)

Offline packersfan

Re: District of Wenzel - Update 111 - 2/10/15
« Reply #484 on: February 15, 2015, 08:40:10 PM »
Replies:
vinlabsc3k: Wow, It's a great start!! &apls &apls &apls

I love all the MMPs that you used! :thumbsup:


Thanks, this is a new challenge for me.  A truly historical start.

carlfatal: However I managed not to read about the prop pox... but really good to see you back after such a short time with this ambitious new project and very impressive first pictures!  &apls

Keep the wheels rolling!  :thumbsup:


Consider yourself lucky you've never encountered such a problem that would lead you to read about Prop Pox.  I'm a little sore about losing all the great work but excited to put everything I learned into a new region.  A new start means new possibilities for organization!  Already my new map is being built in a more accurate manner than before (tutorial will be coming in Update 113).

Fasan: Very nice pictures. A great job and a masterpiece,
what I have always admired.  :thumbsup:

Fasan  ;)


Thanks.  Hopefully, I can add historical detail to my SC4 portfolio.

I'm working on Update 112 right now.  It is the Chinese Lunar New Year or Spring Festival, so I will be going back to my girlfriend's hometown this week.  I hope I have decent internet access, so I can post the update.  I was going to try to get it up today before leaving, but I don't think it will be possible to get it just right before we need to go.  Instead, I replied to your comments.  Hopefully, Update 112 will be up tomorrow.  Take care!

Offline packersfan

District of Wenzel - Update 112 - 2/17/15
« Reply #485 on: February 16, 2015, 11:04:18 PM »
Ouisconsin County - National Land Survey System and Scale in SC4 vs. Real World <DoW Update 112:02.17.15>



Captain Samuel Hitchcock and his team were soon joined by a number of other surveyors tasked with demarking the land under the National Land Survey System.  This system is very similar in most respects to the United States Public Land Survey.





If you live in the United States or Canada or frequent Google Earth, you probably have noticed that much of western United States is plotted in squares like a chess board.  How did this happen?



Following the American Revolution, the Continental Congress was deep in debt but had little power to tax, and so it decided to use the sale of Western Territories to pay off the War of Independence.  This required surveying the land and demarking plots of land for sale.  Congress passed the Land Ordinance of 1785 and then the Northwest Ordinance in 1787 to control the survey, sale, and settling of the new lands.

Of course, not ALL the land in the midwest and beyond was surveyed under the new system because previous settlements had already divided the land according to Spanish, French, or as is the case in parts of Ohio, with earlier standards.

Here is a map of the French long farms in Green Bay, Wisconsin.



The National Land Survey System was arranged and based on much of the same standards.

First, a baseline, which runs east-west, and a principal meridian, which runs north-south, were established.  In the U.S. at a defined distance interval, commonly 24 or 30 miles, standard parallels of latitude were established parallel to the baseline.

Next the surveyors divided the land into survey townships of 36 square miles, 6 miles on each side (10 km).  Then the townships were divided into 36 sections of one square mile (640 acres, 2.6 square kilometers).  Finally these sections were divided into 4 quarter-sections of 1/4 square mile (160 acres, .65 square kilometers).




Here we can see land divided up into 36 square mile townships forming a county.



In the Land Ordinance of 1785, the sections were numbered a little differently with section 16 being near the center of the township.  Section 16 was originally set aside as land for education.



The District of Wenzel was also surveyed and divided into survey townships of 36 square miles, sections of 1 square mile, and quarter sections.  Between each section an easement of about 50 feet was left.  These easements later became roads.



Let's get into some SimCity 4 vs. Real-life scale.

One SC4 tile is 16 x 16 meters, or about 52.5 feet x 52.5 feet.[/size]



One acre is 43,560 square feet (4046.86 meters).  What is the square root of 43,560?  A little less than 209 feet.  Divide that by 52.5 feet?  And you get about 4.  That means an acre in SimCity is 4 x 4 tiles.  Amazing that the metric scaling in SimCity very easily coincides with Imperial measurements.



Now let's figure out lengths.  Remember, a SC4 tile is 16 meters in length (52.5 feet).  A mile is 5,280 feet.  Right.  So let's divide a mile by the length of a SC4 tile (52.5 feet).  That gives us about 100.5.  So in SimCity, 100 - 101 tiles equals one mile in length.  This would be a SECTION within a 36 square mile township.  Coming back to ACRES, a SECTION (or mile squared) is 640 acres.

A QUARTERSECTION would be 50 tiles x 50 tiles, 1/4 square mile or 160 acres.  Let's check this against what we know is an acre in SC4 (4 x 4 tiles).  Let's take 50 tiles and divide it by 4 tiles (one side of an acre).  We get a result of 12.5.  Square that to get the total acreage of the 50 x 50 tile quartersection.   156.25...well that is pretty close to 160.

In Ouisconsin, I marked out every quartersection as 50x50 tiles.  Between every quartersection I left 1 tile as the easement for future roads.  Remember 1 tile equals 52.5 feet.  Again, that is very close to the real-life easement of 50 feet!  However, I had to make sure that in the future when areas are filled with gridiron blocks the edge of the SC4 tiles wouldn't be occupied by a street or road, but rather, either the back of a lot or an alleyway, thus only two or three tiles could be left between a potential street and the SC4 tile edge.



Usually this works out, but occasionally too many or two few tiles will be left on the edge, so I just doubled the easement between two quarter-sections when required.  Since the scale is not exact, this occasional adjustment should average out any conversion and scale issues...and human surveying isn't EXACT.

Here you can see a 160 acre (1/4 square mile) quartersection seperated from another quartersection by a 52.5 foot easement and a 105 foot easement to help with future city block placement on the SC4 tiles.



I hope I explained things clearly.  Dedgren did this years ago in Three Rivers Region.  I like the history and the topic.  It is certainly something to look into.  If you are at all interested, check out the links sprinkled through this update.

Finally, here is a completed section of the map.  Lines indicate every quartersection while red ink strokes indicate township lines.



Next time, I will present a tutorial on how to make .svg maps in Illustrator.  It will cover tracing the land and rivers between tiles and setting up a simple HTML webpage to present the map.

Hopefully, I can get some organizing done of my plugins and dependencies and build some in-game shots of settlement in Liberty and Hitchcock townships.  Check out the new Ouisconsin County map.

Offline carlfatal

Re: District of Wenzel - Update 112 - 2/17/15
« Reply #486 on: February 17, 2015, 12:08:04 PM »
You did missunderstand my comment: I know the desease but it seems I did not want to read about it in District Of Wenzel...  $%Grinno$% But you are right, if you say, that I am happy, cause I never had to encounter the PP in my game.

On the other hand: now I am happy (sarcasm), that you had to deal with it, cause your recent update answers some of my questions regarding US American survey. Your journal is not the first one, that uses this bigger raster, but you are the first, who explains how to implement it in SC4. In fact I tried something like this before on a map, also with 50 tiles wide rectangles but it ended after the frist street had to be laid out direct beneath the border.
Also I did read some stuff about it, so I know some of the pictures, you show here, but some others I don´t. For now this update is the most detailed and easy to read explanation I´ve ever read. You should get a K-point for this little excursion into history (and your grandious restart with this MD).  &apls

And another thing, I need to write: Seeing you using the zone tool for the borders: now I really feel like an idiot - I mean, I always used streets for it and wondered, why it always did go worse...  $%Grinno$%

Your MD is one of my absolute favorites, keep it up, and make backups!  :)

Offline packersfan

District of Wenzel - Update 113 - 2/24/15
« Reply #487 on: February 23, 2015, 10:04:14 PM »
Ouisconsin County - How to Make a Map, Part 1 <DoW Update 113:02.24.15>



I am in the process of trying to figure out a way to keep track of my plugins: what dependencies they have, what dependencies I have.  I want to avoid the sort of situation that often occurs when you want to remove a lot or dependency file.  First, what the heck is in this file?  What is IT?  Second, are other things dependent on this file?  Third, are there other files that I NO longer need because I'm getting rid of this particular plugin and thus could save even more space?  I want to figure out a way to somehow quickly find this information.  (I want to have all the readme dependency information available in a big database of some form).  Any ideas, tools, or tips?  I would love to see your methods.

So, this is another stalling tactic.  Tutorials!  By now you have probably seen my (world-famous) District of Wenzel - Martin County Street Map, and hopefully have checked out the District of Wenzel - Ouisconsin County Street Map in all its old-style surveying glory.

A few years ago, I posted a tutorial on how I make my street maps.  Up until the past six months, I had used GIMP to build my street maps and posted basically a large JPEG mosaic on the web.  This did the job but left much to be desired.  JPEG is not zoomable.  Zoom in and the pixels just get larger and picture less clear.  Zooming out isn't as bad.  JPEG also compresses the image and leaves artifacts, discoloration, etc.




In the past year, I started using Adobe Illustrator and discovered Scalable Vector Graphics!  I'm not going to get into the specifics of how SVG files work, but they offer better presentation options.  First, you can scale up or down (zoom in and out) and the image remains crisp!  Second, you get this quality with files that are only slightly larger than lower-quality JPEGs of the same image.

Many areas on the Martin County map are .svg, while the entire Ouisconsin map is .svg.  So without further explanation, let's make a street map.



 
Creating the Webpage to Present the Map

The original purpose of my street map was for me to be able to see what streets were where and what names they had.  With Sessquenna I did this by grabbing the data view of the traffic from in each city tile and then sticking them together in Microsoft Picture It! or some program like that.  This quickly became unwieldy and difficult to do accurately.

So I designed a webpage to stitch together all the individual city tile maps into one region size map (like SC4 does to the individual city tiles in Region View).

#1: Open up an HTML editor (HTML Beauty is a nice program).  A text file will work, too.




#2: Set up a TABLE.


 
We don't want any spaces or gaps between our map sections so "0" cellspacing, cellpadding, or cell border.

Remember, just like BBCode, you must close each section of code with "/"

#3: Let's add a top border.  There is probably a much cleaner way to do this, but we want to set up the table to have columns and rows as big as a small city tile (or the smallest city tile you have in your region --- if you are playing a region of ALL one size, this part is much easier).  You must determine what size you want your smallest map tiles to be.  I picked 256 pixels.  There are 64 tiles on a small city tile, so on the map, 4 x 4 pixels would represent a SC4 square.  You will need as many columns and rows as you region is tall and wide (you can use your config file to easily get this information)...my region is 32 x 32, so I need 32 256-pixel columns and 32 256-pixel rows.

This first row will set up the lattice we will base the rest of the table on.  We can also use it to make a nice border on the top.  For this tutorial let’s assume our region is 8 x 8 kilometers (8 x 8 small cities) Notice the first and last columns <TD></TD> have widths of 3 pixels, while the row <TR></TR> has a height of 3 pixels.  This will give us a black border when we tell the row and those columns to have a BGCOLOR="#000000".




While you are building the table, you can make the table BORDER to "1" so that you can see what you are actually building.

#4: Now you need to build table like your region is arranged.  For our tutorial let’s assume our region is just 64 small city tiles.  The easiest thing to do is copy the first row we made, but make sure to remove the background color and change the row height to “256”.  Now we have a top border row and a row of 256 x 256 tile boxes (8 small city tiles).  Make the table border “1”, save your HTML file and check it out.

Now repeat for as many rows as you need.  We will need 7 more in this example.  Note how in my example, I changed the first and last column in the Border row to have ROWSPAN=”10”.  This will save on code space as now these two columns will span 10 rows.  We have a top border row, 8 small tile rows, and a bottom border row.  Now copy your small tile row seven more times and then add a bottom border row (this row is the same as the top row except missing the first and last 3 pixel border columns…these will show up because of our ROWSPAN=”10”).




Let’s take a look.  If you have the table border set to 1 (YOU SET THIS TO “0” when you actually have map images in the columns), you should see 64 small tiles arranged just like you region!



What if your region is not all one size tile, but you have a mix of small, medium, and large?  ROWSPAN and COLSPAN are the commands we will need.

Let’s make a MEDIUM city tile in the top right corner of the map.

Find the seventh <TD></TD> column in the first map row (second row – since the first row is just the border).  Following the “<TD” add ROWSPAN=”2” COLSPAN=”2” and either remove or change the SIZE to “512”.  Then delete the eighth column and then the seventh and eighth column “<TD></TD>” in the second row.



 
Your map should now look like this (again, this is with table border set to “1”)


 
Let’s practice putting a LARGE city tile in the center of our map.  Our key <TD></TD> column is the third column in the third row.  Now change the SIZE to “1024” and add ROWSPAN=”4” and COLSPAN=”4”.  Then remove the next three <TD></TD> columns from the third row.  Then we need to remove columns 3 to 6 in rows 4, 5, and 6.  (I’m finding that this is a great way to carefully set up your table --- I’ve never done it this way before and it can be a headache trying to figure out what went wrong, what you forgot to delete).



You should have a nice 4 x 4 box in the middle of your map.



#5: Add your bottom border row.  This row is the same as your top border row.  If you included ROWSPANs for the left and right border columns, you do not need to include these columns in this row.

#6: Check your map layout against the configuration file of your region.

#7: Add the image/object to the tiles.  We have the structure of the region, now we need to add the content, the map.  In the next part of this tutorial I will discuss how to MAKE these individual map images.  At this point, we can insert the necessary information so that the maps will display when they are completed.

In between the <TD> and </TD> commands, write this command: <object data=”FILENAME.svg”></object>.  Substitute the actual file name for your map objects.  If you are using traditional .jpg images put in this command instead: <img src="FILENAME.jpg" width="…" height="…">

If you link to a .jpg that does not exist or is not in the proper folder, a missing image image will appear in your map.  However, if you link to a .svg that does not exist or is not in the proper folder, that table cell will just appear blank.  My Ouisconsin map is like this.  It is ready for new .svg map files to be saved and displayed.

Let’s see what happens when I stick an .svg from my Ouisconsin map into the example and turn the table border off “0”.



 

 
I’m not sure why my side borders aren’t showing up at this zoom level (they work on my Ouisconsin map where I have the border columns included in every row, and I didn’t do the rowspan.)

The .svg file shows up where placed it while all the other tiles are blank.  Take my word for it, I initially included a link to a file that did not yet exist and I kept reloading this page with no image showing.

I hope this tutorial was helpful.  Next week, I'll have some pictures from the region, and then Update 115 come back with Part 2 of the tutorial.

And one more map for the road.  I woke up this morning thinking about the Watertown Plank Road from Milwaukee to Watertown, Wisconsin.  I looked up the history and found this AMAZING map of the middle of Milwaukee county.  Amazing how all the main roads are already laid out.  I also really love how all the land plots in Wauwatosa are labelled by owner (a number of names are very familiar as their names live on as street names in those areas).  Do you think I should get this detailed with my old map?  Just awesome!



Replies:
carlfatal: You did missunderstand my comment: I know the desease but it seems I did not want to read about it in District Of Wenzel...  $%Grinno$% But you are right, if you say, that I am happy, cause I never had to encounter the PP in my game.

On the other hand: now I am happy (sarcasm), that you had to deal with it, cause your recent update answers some of my questions regarding US American survey. Your journal is not the first one, that uses this bigger raster, but you are the first, who explains how to implement it in SC4. In fact I tried something like this before on a map, also with 50 tiles wide rectangles but it ended after the frist street had to be laid out direct beneath the border.
Also I did read some stuff about it, so I know some of the pictures, you show here, but some others I don´t. For now this update is the most detailed and easy to read explanation I´ve ever read. You should get a K-point for this little excursion into history (and your grandious restart with this MD).  &apls

And another thing, I need to write: Seeing you using the zone tool for the borders: now I really feel like an idiot - I mean, I always used streets for it and wondered, why it always did go worse...  $%Grinno$%

Your MD is one of my absolute favorites, keep it up, and make backups!


You must have glossed over the initial PP I had back in 2011.

In Martin County, I think I just laid out the streets and farms as I went in the American Survey System.  However, I only made farms 49 tiles by 49 tiles so that the border between quartersections could have two fence tiles facing into each other.  Now I only have in most places a one tile space between farms and so I will need to make up a fence lot with the fence running down the CENTER of the tile.  I did run into the problem of streets falling near or on the border.  I would often just reorient the grid from N/S to E/W or vice versa.  In some cases, a major road landed right on the edge and then I would just move that road over a couple of tiles when I got to that situation (this all being because the SC4 tiles were varying sizes and not in perfect straight lines.

For Ouisconsin County, I used the zone tool because I just wanted to lay out the survey lines and then come back later as development dictates and clear land for farms.  It is more time-consuming as I will be passing over the same city tiles a few tiles before actually filling them with farms.

Glad you think it is readable and understandable.  I'm always worried that I'm just blabbing and rapidly typing my thoughts out without much cohesion or comprehension.

Offline Themistokles

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Re: District of Wenzel - Update 113 - 2/24/15
« Reply #488 on: February 24, 2015, 01:24:44 AM »
Now that's a great tutorial! :thumbsup: I've searched for this kind of thing many times before.
Come join me on a hike to St Edmea!

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Offline Shadow Assassin

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Re: District of Wenzel - Update 113 - 2/24/15
« Reply #489 on: February 25, 2015, 03:30:08 AM »
Eugh, tables in HTML...

Might I suggest sitting down for a bit with a Javascript solution like Leaflet and seeing if that works? Unfortunately it is a rather complicated solution, but it does allow zooming.

EDIT: this is relevant. Definitely read through it and see if it will work for you. If you need any help with it, just give me a holler.
« Last Edit: February 25, 2015, 03:33:22 AM by Shadow Assassin »
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Offline packersfan

Re: District of Wenzel - Update 114 - 3/3/15
« Reply #490 on: March 03, 2015, 07:53:05 AM »
Ouisconsin County - Cass Town: Founding of Cass Town <DoW Update 114:03.03.15>



Welcome to Cass Town - the first extensive settlement along the Ouisconsin River.  Cass Town is located in Sections 28 and 27 of the Menomonee Township on the north bank of the Ouisconsin River just east of where the Menomonee and Ouisconsin Rivers meet.

The land was covered with forests when Captain Hitchcock surveyed the area.  Soon afterward, however, land speculators and developers moved in and began parcelling out the land.




Land speculators Henry Cass and Samuel Williams bought up the land northeast of the confluence of the Menomonee and Ouisconsin Rivers.  They constructed a dock and settlers started to buy plots and a town emerged.








Some local farms whose owners are in line to earn some cash as the town inevitably expands.





A map of Cass Town and the surrounding area including land owners, land plots, and acreage.



I hope you enjoyed our first look at actual settlement in Ouisconsin.  Next week, I will post Part 2 of How to Make a Map, actually making a map in Illustrator or Inkscape.

Replies:
Themistokles: Now that's a great tutorial! :thumbsup: I've searched for this kind of thing many times before.

Thanks.  I've never found any tutorials on making maps.

Shadow Assassin: Eugh, tables in HTML...

Might I suggest sitting down for a bit with a Javascript solution like Leaflet and seeing if that works? Unfortunately it is a rather complicated solution, but it does allow zooming.

EDIT: this is relevant. Definitely read through it and see if it will work for you. If you need any help with it, just give me a holler.


I'd love to get a more modern approach to doing this, just need to learn how.  Yeah, tables are not ideal but it works.

Offline benedict

Re: District of Wenzel - Update 114 - 3/3/15
« Reply #491 on: March 07, 2015, 01:39:43 PM »
Great plans, great execution. I'm enjoying the dirt roads.
Click on the banner to celebrate!

Offline packersfan

District of Wenzel - Update 115 - 3/10/15
« Reply #492 on: March 10, 2015, 08:38:16 AM »
Ouisconsin County - How to Make a Map, Part 2 <DoW Update 115:03.10.15>



Today, we will continue making a map by actually doing some mapping!  First, fire up SC4, load up your city tiles and take a screenshot of a traffic data-view.

Outside of the game, open up the screenshot in Paint and make a rectangular selection around the map data-view map...it doesn't have to be perfect.






Now copy that selection and open a new paint file with a size of 512 x 512 pixels.  Paste the selection and immediately resize the selection by 200 percent.



Move the selection so that only the map appears in the 512 x 512 area.



Select all and copy.



Paste the selection in Illustrator onto an artboard the size corresponding to the city tile...in this case a medium sized city is 512 x 512 pixels.  Make sure the selection's left top corner is X: 0 px, Y: 0 px and the size is 512 x 512 px.



Since we are mapping out the rivers, and we want the map tiles to match up, you'll want to paste in adjacent map tiles.



Now use the ink pen tool to trace a each side of the river.  Don't connect the paths, leave them open ended in the adjacent tiles.







In this example, the river required three separate paths.  Duplicate these paths and put them in a sublayer for safe keeping and click the little eye to make them invisible.



Once you have map the river out over the edges into the neighboring tiles you can save the file under those adjacent tile names for future use when making those map tiles since you will want to use the same paths that cross the tile borders.

Take the visible paths, select all of them, go to the Object Menu, Path, and JOIN.  Now you will have ONE path for the river.






If you want to get the old map effect that I am using for my rivers, duplicate this path four times...otherwise, you can just stop here switch the color from the path to the fill and select your preferred water color.





To get the "wave" lines, I duplicate the path and place 10 px black stroke.



Then I duplicate again and place an 8 px same color as the main water stroke.



Finally, one more duplicate and a 1 px black stroke.



Your river is complete.  Delete any unnecessary layers (SC4 data map).  You can add in section lines, label the river, and of course later on streets and more!



Save your work as an .ai (Adobe Illustrator) file so you can come back and edit in the future, then save as an .svg (scalable vector graphic).



Now your map should show up where you coded it in the HTML



The next step is to open up the .ai file of the adjecent tile and continue using the same river paths to get a seemless river on your map.  Since you saved this file while working on the previous tile, the previous tile map will be centered on the artboard.  Remove this and any other unneeded SC4 map tiles.  Selected the map tile AND the water paths and move both together so that the top left corner is at X: 0 px, Y: 0 px.  You can then hold down on the pen button to select the delete anchor points tool and remove much of the water paths that are hanging off your main tile.

Now just repeat the process with this tile.  Your river should match up to the previously finished tile since you are using the same paths across the edge.

In the next part, we'll add streets and other layers like parks and text.

Let me know if this was clear enough.  I'm not always so good at giving instructions...especially in written form (maybe I should make a video, but I don't know how to go about doing something like that!  I'd need a tutorial!)

Replies:
benedict: Great plans, great execution. I'm enjoying the dirt roads.

Thanks.  However, I'm getting frustrated.  I don't know how to build a "historical" city.  So hard to find the right stuff and to put it in the right place...Also, my houses aren't growing now despite major demand.  Ugh, :(

Offline benedict

Re: District of Wenzel - Update 115 - 3/10/15
« Reply #493 on: March 14, 2015, 02:48:14 PM »
Useful map graphic tutorial - thanks.
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Offline packersfan

District of Wenzel - Update 116 - 3/17/15
« Reply #494 on: March 17, 2015, 10:20:15 AM »
Ouisconsin County - Morgan Town: Rival to the South <DoW Update 116:03.17.15>



South of Ouisconsin River, Konrad Morgan bought up a large portion of land and settled a town, Morgan Town.



Morgan and his associate James Smith laid out streets.  Settlers soon bought up lots.  Audalaus Moorland built a textile factory and development exploded.



Chester Avenue currently serves as the main road through Morgan Town.



Moorland Textiles on Ash Street and Prospect Avenue.



More and more houses are filling the original city grid.



St. Stanislav Catholic Church.



Wauwatosa Plank Road meeting up with Abeline Parkway.



Morgan Town.  First crossborder merging of two city tiles for Ouisconsin County.




Map of Morgan Town.  Some maps distributed by speculators and land sellers deny the existence of Cass Town to the north.  Cass Town maps also depict the Morgan Town as a swamp unsuitable for settlement for prospective settlers.  Of course, anyone with decent eyes could see signs of development of both sides of the river.



Hope you enjoyed this update.  You probably noticed some anachronisms like street lights and cars in driveways.  I'm not an expert at this like SimCoug.  I think the feeling is there for a old-time start to this city.  Any tips, suggestions?  Leave comments!

Additionally, the great debate has started - to play SC4 or C:S!?  I haven't bought C:S, yet.  I barely have enough time to play SC4 as it is, and I've already put a bunch of time into this "reboot".  If I do get C:S, I'll most definitely have a city journal for that game...but I think I'll still very much work on this city, too.  We'll see how C:S evolves.

Replies:
benedict: Useful map graphic tutorial - thanks.

Thanks.  I hope it is useful.

Offline art128

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Re: District of Wenzel - Update 116 - 3/17/15
« Reply #495 on: March 17, 2015, 10:45:45 AM »
In my opinion, wait a bit before getting CSK. Right now it's very much ugly. Wait until there are a few good transport mods, graphic mods, terraforming mods ect.

Wonderful work on the map tutorial. A few things I didn't know.

Nice to see the town's growing.
I'll take a quiet life... A handshake of carbon monoxide.

Looking for a specific props or texture? Check out the Props & Textures Catalog: Props [link] - Textures [link]


Do you want to turn off all shadows in the game? Check out GMT's trick! [link]

Offline kelis

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Re: District of Wenzel - Update 116 - 3/17/15
« Reply #496 on: March 17, 2015, 12:48:29 PM »
I think you are doing a fantastic job creating a "Historical City", I like so much the last picture with the view of the entire town. Nice job !!

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Offline vortext

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Re: District of Wenzel - Update 116 - 3/17/15
« Reply #497 on: March 17, 2015, 01:21:23 PM »
Definitely like the new direction you're taking DoW in!!  &apls

If you wish to take out the light posts, simply take out the T21 file located in the SAM subfolder, in this case that'd be 'SAM - 5 - Type21.dat'.

The map tutorials are welcome indeed, as Arthur said I learned a few things as well.  :thumbsup:
time flies like a bird
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Offline romualdillo

Re: District of Wenzel - Update 116 - 3/17/15
« Reply #498 on: March 17, 2015, 03:34:16 PM »
The town looks great. I fell in love with the last photo. And the maps are a great addition!!

P.S: May I know which terrain mod are you using?

Offline vinlabsc3k

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Re: District of Wenzel - Update 116 - 3/17/15
« Reply #499 on: March 20, 2015, 09:57:13 AM »
Great development!! &apls
For the next update would be great the construction of a bridge between Morgan and Cass Town. ;)
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