Cities: Skylines II

Cities: Skylines II

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john.glossop May 25, 2024 @ 4:57am
Image Overlay mod and Emerald Bay map.

Hi, I particularly would like 78595 immortalninja02, and algernon to read this please, if you would.
I'm posting this in this manner because I don't know of any other way to contact these two individuals, so if I've trodden on any toes, or committed a huge no-no, I apologise in advance.
OK, if the two mod and map developers are listening, I'll start.
First, Algenon. I really like your first attempt at developing this scenery. You've done extremely well, considering the limitations of what you have had to go n. It's not easy to get the map completely straight in your head, and I reckon that you have a lot to like about your efforts with this one. More about this later, and possibly some pointers that might help all map developers to produce more accurate base maps for us to use.
immortalninja02, your Image Overlay mod looks to me to be a great way forward in developing much more accurate, real - life maps for those of us who can't (yet) do much in the way of developing assets for the sim. The tool that you've developed looks to be giving me the ability to at least work out the ways in which to improve at least some maps.(I'd prefer it if algernon were to grab this and run with it, but currently, I don't think that Image Overlay is really in a state where it can be used with any confidence.
Here is my first attempt at overlaying algernon's Melbourne using maps from the web, and immortalninjao2's Image Overlay mod. Once you've looked at what I've masnaged to achieve in by blundering fashion, perhaps you two could get your heads together and identify a way to turn this mod into a real game changer for City Skylines 2.
So, here it is:
OK, so that didn't work - bit like a lot of the stuff round here, really!
So here goes.
1 I generated a map (several, in fact - would you believe a dozen before I could get this one to "stick"), which a manipulated in Gimp to get it to the right size, and the right alignment to match the "base map" that algernon has created.
It shows that a LOT of what algernon has created is right on the money, or close enough so that it doesn't matter.
2 The entrance to Port Melbourne is spot on, and is fine, right up to Docklands, but there the Yarra sort of wanders away, and meanders into the East. In reality, it hooks down before it gets to the CBD, and continues going generally South East until it exits the map are - the "close in" map area, that is. The roads (in this inner area are best not considered as anything other tan place markers, and you have one of them actually running along what I suspect is the Marybyrnong River, which is unfortunate...
3 I'd like to work on this map, and if there is any way that I can share back with algernon what I've managed to achieve, I'd be happy to do so.
immortalnimja02. What can I say. Your Image Overlay Mod can truly be a game changer.
What went right?
Well, for one, I was able to work out (by trial and error) that the input map needs to cover an area of 14.3 x 14.3 km, It would be nice of you could provide us with a 57.3 x 57.3 km overly, so that when creating the base map, perhaps some keen map makers would ♥♥♥♥ to "fill in" the areas outside of the development area, with actual detail to make the final result look more realistic - after all, we have to ability to build roads and railways from the unlock-able area right out to the edge of the map itself while in Editor mode, so why not build it up while we're about it.
2. Currently, manipulating the overlay to get it in the right place leaves an absolute dog's breakfast of lines and colours behind, that obscure the landscape. If it can't be cleaned up dynamically, perhaps toy need to include a "cleanse" button to remove the extraneous data and make the result fit for human consumption - not a criticism- just an opportunity for improvement, that's all.
3. When (if) you ever get to see the resultant "map" that I produced, you will see that huge areas of it are the green of the underlying vegetation, and that none of the overlay data is available. I couldn't get the Ctrl Page Up, and Ctrl Page Down combinations to do anything for me, so unless they are geared so low that they only move up and down VERY slowly, I don'y think that they are working. If it's possible, perhaps a floating overlay would be better - just a thought.
4. - and this goes right along with 3 above - using a map such as this one (https://en-au.topographic-map.com/map-xbxdn/City-of-Melbourne/) it should be possible to give the map a CERY accurate height map by using the colour coding to identify just what height each part of the landscape is.
Well, as I said early on - this probably isn't the right place for all this stuff, but until someone tells me where the place for all this stuff is, this'll have to do.
Good luck, and good night.
John
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Showing 1-5 of 5 comments
john.glossop May 25, 2024 @ 5:41am 
The map removed is described as a "topographical map", which shows heights and depths around sea level as coloured bands, thus allowing, as an overlay, for very accurate height mapping of maps.
Caprea May 25, 2024 @ 5:55am 
First: you mixed the two modders, Algernon did make the mod, not the map and vice versa.

Second: Both modders made a thread in the Paradox Forum for discussion. Those are linked in the mod and in the map

Third: The Map is based on a real location and was not meant to be a precise reproduction (according to what the map maker himself tells about the map on the page)

Fourth: What are you trying to do with the overlay mod? It is not meant to stay there forever while playing. I have so far only seen/heard of using this for reproducing the net layout of an area (streets, train lines and so)

Fifth: Why do you want to use a pure height map as overlay? A Height map (of the right format) can be imported directly into the editor.
john.glossop May 25, 2024 @ 6:28am 
OK, so I'm using the wrong forums for the wrong content. It must be nice to have been around this topic for long enough to be an expert at knowing what to post where.
Well, I'm not a long time member, and haven't learnt the ropes as yet, so thank you for pointing out my many mistakes to me.
First, i realise that the two modders are each developing different assets for the sim, but (apparently incorrectly) I thought that it would be useful to make sure that these two were both involved in a Mod that could very easily change how we use the sim, especially when developing assets for particular (real) places. Oh, I'm using the word assets in its generic sense - not in the colloquial in-house interpretation that the long timers have apparently attribute to it.
Second - yes, I've seen both of those threads. I don't think either of them cab supply individually the type of synergy that i'm hoping that they can do together.
Third, the mapmaker him or her self said no such thing> And I quote: "At the moment the map is not accurate, making it quite a bit harder to make a replica of Melbourne. I am working on a better map that is more accurate but the physics in this game make it harder to create."
Fourth - I totally agree that is what it's for. It's a template - a map that allows a developer to get his/her result as accurate as possible. Of course it isn't supposed to stay there, but while it is there, it must be usable, and able to be viewed in such a way as to actually add to the accuracy - not detract from it. The steps I am suggesting are designed to do that.
Fifthly - I want to do this because one of the BIGGEST drawbacks of the sim at the moment (IMHO) is the lack of any real, written down and categorised, information as to what is and isn't available already . As a newb to this genre, it's hard enough catching u with what's easily available to all without the means of gaining all the insight that someone who has spend the past 15 years soaking it up with his or her cornflakes.
As I've stated elsewhere, I come from a Flight Sim background, and expect that old timers, as your post suggests that you are, should be encouraging and assisting new enthusiasts as much as you can, and actually imparting your knowledge instead of just implying it without giving anything away as to how the said newb can get more involved in the sim.
have a nice day,
John
Caprea May 25, 2024 @ 6:41am 
Originally posted by john.glossop:

You are mostly right. But I suppose I do not see this forum as a nice place at the moment. So if you want modders to read what you want to tell them, it is better to go to the threads in the Paradox forum. And I also assume you are much more likely to get an answer there from them than here.
john.glossop May 27, 2024 @ 4:10am 
Thank you, Caprea
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Date Posted: May 25, 2024 @ 4:57am
Posts: 5