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SimCity 4 Devotion Custom Content Showcase => BSC Place => Team Custom Content Projects => BSC Creations => Topic started by: c.p. on March 31, 2019, 09:56:56 AM

Title: c.p.'s Arboretum
Post by: c.p. on March 31, 2019, 09:56:56 AM
So I decided to start a thread for tree controller and terrain type stuff, to keep things somewhat organized, and separate from my other two threads (BAT and Lots (https://sc4devotion.com/forums/index.php?topic=15318.msg531397#msg531397), and Maps (https://sc4devotion.com/forums/index.php?topic=6978.msg531240#msg531240)).

For continuity, here is my previous flora-related post from my Bat and Lot thread:
Quote from: c.p. on March 27, 2019, 11:11:28 AM
So once I got the MMP functional finally (with Andreas' help), the shadows cast by the game were the next problem, as they created a ring of shadow around the dune which looked horrible.  I tried setting the shadow strength to zero, getting rid of the shadow properties, adding an IsGroundModel property and setting it to true and false, and none of this had any effect on the shadows.  What I finally ended up doing to get rid of them was to add an additional model 0 reference to the RKT4 property (I just used the smallest model of this set), and put it first (only the first model 0 casts a shadow).  Since it is smaller than the dune, the shadow it casts is hidden by the larger dune model.

One of the dune models is too dark and needs to be re-rendered, but otherwise, it finally came out about as expected: the clipping is noticeable, but bearable, in my opinion.  I'm thinking I'll try making another set of dunes that are basically more solid squares of beachgrass, and widen the spacing of these ones slightly and use them as transition from the more solid beachgrass to plain beach, and see how that looks.  But this is how it is looking so far:
(https://i.imgur.com/9K49XAi.jpg)


New Post:
So my first version of solid beach grass dunes didn't go so well.  My first try involved keeping the LODs close to the shape of the actual models, like this:
(https://i.imgur.com/DdaOAKv.jpg)

But this is how it looked in-game:
(https://i.imgur.com/eZdaVZH.jpg)

Not too good!
So, for my second version, I redid the LODs, like this:
(https://i.imgur.com/RumgdVB.jpg)

And this is is how they look in-game (top right):
(https://i.imgur.com/LCH4jtK.jpg)

Much better!

I attached the sand dune and dune grass models and MMPs to this post.  My long-term goal is to use them in a god-mode tree controller, but that is a long way (years) off.  They may or may not change before the final version is released.  So if you use these, keep them where you can find them to delete later.

Next is transition from beach grass to inland shrubs/trees.
Title: Re: c.p.'s Arboretum
Post by: Simmer2 on March 31, 2019, 05:11:28 PM
You are doing a great job Brian  &apls

Love the way it overlaps the road edges, just like in reality!

Nick
Title: Re: c.p.'s Arboretum
Post by: c.p. on April 02, 2019, 10:18:02 AM
Thanks Nick :)

So here are some pics of the transition from dune to shrubby Oak and Baccharis.  I think I need to tighten the spacing of everything slightly.  Also, I noticed in zoom 2, the dune grass still looks pretty bad, so I'll have to redo those again with new zoom 2 LODs.

Fall:
(https://i.imgur.com/3EMRWJC.jpg)

Summer:
(https://i.imgur.com/6nFUvrL.jpg)

with road:
(https://i.imgur.com/rK062Mj.jpg)

Next, I think I'll try making an intermediate transition, with fewer shrubs and more beach grass/dune, so the transition is more gradual.
Title: Re: c.p.'s Arboretum
Post by: mattb325 on April 03, 2019, 04:27:37 PM
It's really beautiful  :thumbsup: and beach transition areas are still always challenging to create in SC4, so this will be a welcome addition
Title: Re: c.p.'s Arboretum
Post by: c.p. on April 04, 2019, 11:05:33 AM
Thanks Matt :)

It turns out in my version of BAT and BAT4Max (which is a very old one) couldn't use custon LODs for zoom 2 or zoom 1.  (I don't know if this is true of newer versions also.)  Anyway, it meant I had to make some changes to the maxscipts in order to use my custom LODs for those zooms for the dune grass.  I don't know if this will be useful to anyone or not, but here are the changes that needed to be made to both the BuildingMill.ms in gmax/BAT and the CPBuildingMill.ms in Bat4Max (before exporting LODs obviously).  The red text is what needs to be added.  (Don't miss any parentheses!)


----------------------------------------------------------------------------------------------------
-- Function:   FnGetLODNodes
----------------------------------------------------------------------------------------------------
fn FnGetLODNodes &lods =
(
   FnCreateLOD_3_4_5()
   
   local tempLOD1
   local tempLOD2
   
   -- creat a box that is the bounds of the LOD3 shell to use as the shell for lod 1 & 2
   if ($LOD1 == undefined) then
   (
      tempLOD1 = box width:($LOD3.max.x - $LOD3.min.x) length:($LOD3.max.y - $LOD3.min.y) height:($LOD3.max.z - $LOD3.min.z)
      tempLOD1.position.x += $LOD3.min.x - tempLOD1.min.x
      tempLOD1.position.y += $LOD3.min.y - tempLOD1.min.y
      tempLOD1.position.z += $LOD3.min.z - tempLOD1.min.z
      tempLOD1.name = "TB2_TempLOD1_Box"
   )
   else
   (
      tempLOD1 = copy $LOD1
      tempLOD1.name = "TB2_TempLOD1_Box"
   )
   if ($LOD2 == undefined) then
   (
      tempLOD2 = box width:($LOD3.max.x - $LOD3.min.x) length:($LOD3.max.y - $LOD3.min.y) height:($LOD3.max.z - $LOD3.min.z)
      tempLOD2.position.x += $LOD3.min.x - tempLOD2.min.x
      tempLOD2.position.y += $LOD3.min.y - tempLOD2.min.y
      tempLOD2.position.z += $LOD3.min.z - tempLOD2.min.z
      tempLOD2.name = "TB2_TempLOD2_Box"
   )
   else
   (
      tempLOD2 = copy $LOD2
      tempLOD2.name = "TB2_TempLOD2_Box"
   )
   
   lods = #($TB2_TempLOD1_Box, $TB2_TempLOD2_Box, $LOD3, $LOD4, $LOD5)
   
   -- need to make sure that all the shells are there
   
   return true
)


In addition, I've begun a god-mode brush for this dune stuff.
Here is Zoom 2, (plopped entirely with the god-mode brush):
(https://i.imgur.com/is0EfY9.jpg)
Title: Re: c.p.'s Arboretum
Post by: Barroco Hispano on April 04, 2019, 11:20:49 AM
You have inspired me to go back to work on my beach mod  &apls

(https://nsa40.casimages.com/img/2019/01/17/190117063005108778.png)
Title: Re: c.p.'s Arboretum
Post by: Simmer2 on April 04, 2019, 11:22:28 AM
Great going &apls

This will revolutionize the beach side of the game  :thumbsup:

I'm still not using Max but I'm saving your post with the extra coding for future reference.

Thank you Brian.

Nick

PS. You get an extra K-point from me  ;)
Title: Re: c.p.'s Arboretum
Post by: fantozzi on April 05, 2019, 01:03:27 PM
Everything is very old - the trees, the game, the scripts, me ... It's a sort of alliance. There's even no benefit from changing hardware. As I know everything about my pc and he seems to know what I want. New hardware and new software - they always need a lot of education until they obey and do as told.

Hopefully we will be burried together ... my computer and me. Like horse and knight. Sword and man.   
Title: Re: c.p.'s Arboretum
Post by: mattb325 on April 08, 2019, 09:15:53 PM
Awesome work on the godmode brush (and thanks for the script alteration!)  :thumbsup:
Title: Re: c.p.'s Arboretum
Post by: c.p. on April 11, 2019, 07:44:38 AM
alejogc13: thank you, that looks really nice (amazing actually) :thumbsup:

Nick: Thanks, and thanks for the K-point!

fantozzi: Thanks :)  I hear you.  I'd rather be buried with my imagination if I could, but alas . . .

Matt: thanks!


So a few additions.  One is a matching beach path MMP.  Another is an invisible path MMP to help de-jag the dunes, etc, at the edge of diagonal/FAR roads.

What prompted me to do this in the first place was I wanted beaches and marshes on the same city tile, and so wanted to use a marshy/grassy "beach" mod (i.e. texture) that would look good with the marsh areas (but look terrible as beaches), and to cover the beach areas with BATted beach and dune models.

So, to expand the godmode brush down to the water, I created another set of smaller, sparser dunes, as a transition, and a set of plain beach models, and another with some debris on them (which didn't turn out that great), and added them to the god-mode brush.  The bottom few screenshots use a "beach mod" texture that will work well with marshes, but you can't see the texture because it is covered with the god-mode plopped beaches.

This shows how the beach path and invisible path can be used to de-jag the edges of the dunes along diagonal/FAR roads.  The arrows show where to drag each of the paths.
(https://i.imgur.com/8FwsZ7W.jpg)

And this is the final result after finishing up with the god-mode brush.  If I hadn't dragged the paths along the road, the dunes would have formed an ugly jagged edge following the game grid.
(https://i.imgur.com/pf6gA3r.jpg)

This just shows how the dune spills out over the road.  If you don't like this effect, it can be avoided by dragging either the beach path or invisible path along the edge of the road before running over the area with the god-mode brush.
(https://i.imgur.com/Rq5EimN.jpg)

The beach path, actually used as paths:
(https://i.imgur.com/j0IvmXn.jpg)

Summer, Zoom 2 (the underwater beach is MMP-plopped, not god-mode):
(https://i.imgur.com/RrvYYOa.jpg)

With a few houses:
(https://i.imgur.com/eFIzU1Q.jpg)

Closer.  Because of the LOD shape, the sand spills under the fences, but doesn't take them out completely:
(https://i.imgur.com/7xfRwPM.jpg)
Title: Re: c.p.'s Arboretum
Post by: fantozzi on April 14, 2019, 02:32:22 AM
This looks like in that movie where those two man with hair everywhere in the face drive with some Harley Davidson through the midwest. Wow.

Wow.Wow. &apls &apls &apls
Title: Re: c.p.'s Arboretum
Post by: PaPa-J on April 14, 2019, 10:47:42 AM
The sand cover road is an awesome idea, I love it!
Title: Re: c.p.'s Arboretum
Post by: mattb325 on April 14, 2019, 02:42:53 PM
Utterly brilliant job! The zoomed out pictures remind me of the classic American movies set by the sea...cape fear, jaws, etc  &apls
Title: Re: c.p.'s Arboretum
Post by: Simmer2 on April 15, 2019, 09:44:18 AM
(https://i.imgur.com/6tsCjtD.jpg)

Simmer2
Title: Re: c.p.'s Arboretum
Post by: Tyberius06 on April 15, 2019, 02:21:06 PM
Jawsdropping pictures! Really nice work!  &apls &apls &apls
Those sandy paths are so realistic!
Awesome stuff!

- Tyberius
Title: Re: c.p.'s Arboretum
Post by: art128 on April 16, 2019, 04:23:15 AM
You're really going at it uh. Good stuff. The dunes over the road are quite nice.
Title: Re: c.p.'s Arboretum
Post by: manga rivotra on April 17, 2019, 01:02:22 PM
I think the last 3 photos could easily fit into the Hall of Fame.
Wonderful work !  :thumbsup:
Title: Re: c.p.'s Arboretum
Post by: c.p. on April 20, 2019, 11:33:03 AM
Thanks for the comments fantozzi, PaPa-J, Matt, Nick, Tyberius, Art and manga rivotra :)

The following pics show the beginning of a god-mode marsh.  Eventually I want to make a gradual transition from the dunes to the marsh.  But for now, here is the marsh, with a hard edge against a scrub oak upland.

(https://i.imgur.com/lxAG9ZS.jpg)

(https://i.imgur.com/polwu1T.jpg)

(https://i.imgur.com/zQ2FTKl.jpg)

Fall:
(https://i.imgur.com/ywUQOkO.jpg)

Summer:
(https://i.imgur.com/JhNKAVT.jpg)

I also want to experiment with another set of marsh models with mud underneath (like I did with the sand under the beach grass).
Title: Re: c.p.'s Arboretum
Post by: mattb325 on April 20, 2019, 04:13:32 PM
Wow, wow, wow  :thumbsup:

I absolutely adore the glimpses of water through the grasses.

Just stunning. That will become an instant staple in my plugins, that's for sure.
Title: Re: c.p.'s Arboretum
Post by: Andreas on April 21, 2019, 01:53:35 AM
You forgot at least one "wow", that's really spectacular! Also the sand dunes, those really open a whole new world in the game. :)
Title: Re: c.p.'s Arboretum
Post by: Simmer2 on April 21, 2019, 07:39:17 PM
I agree with Matt, the water peeking through the grass is the cherry on top!  &apls

Nick
Title: Re: c.p.'s Arboretum
Post by: c.p. on April 24, 2019, 06:40:13 AM
Thanks Matt, Andreas and Nick for your comments :)

Just a quickie, showing a transition from marsh grass to cattails to small Black Spruce:
(https://i.imgur.com/8VNOqSd.jpg)

(https://i.imgur.com/nRVX0qV.jpg)
Title: Re: c.p.'s Arboretum
Post by: Simmer2 on April 24, 2019, 08:05:59 AM
Its fantastic!!

All you need now is a couple of these criss-crossing the landscape  :D
.
(https://i.imgur.com/Njt6det.jpg)

Simmer2
Title: Re: c.p.'s Arboretum
Post by: PaPa-J on April 24, 2019, 01:10:14 PM
Your marshlands look outstanding.
Title: Re: c.p.'s Arboretum
Post by: Tyberius06 on April 24, 2019, 02:36:53 PM
Wow, those pictcures look awesome!  &apls &apls
Pretty interesting and beautiful stuff!

- Tyberius
Title: Re: c.p.'s Arboretum
Post by: fantozzi on April 25, 2019, 01:38:35 AM
:clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap:
WOW
:clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap: :clap:



This looks so convincing ... I wouldn't be surprised to discover a small hut behind some tree where they make some moonshine.
Title: Re: c.p.'s Arboretum
Post by: mattb325 on April 25, 2019, 02:09:00 AM
Utterly brilliant. It is this sort of transition that is so painstaking to achieve with standard MMPs and now it can be done a few clicks  :)
Title: Re: c.p.'s Arboretum
Post by: c.p. on April 27, 2019, 10:26:38 AM
Thanks guys :) 

I haven't tried plopping any boats or huts.  Not sure how well the vegetation models would play with the other models.  Probably fine if the boat/hut LODs were tall enough (over 4 or 5 meters).  I tried adding an alligator and a turtle to a couple of the models, but it was obvious it was the same turtle/alligator repeating over and over. It looked kind of ridiculous so I trashed it. (Plus they weren't very good models to begin with).


Today's update shows a cattail-to-maple transition.  This is also a god-mode experiment.

Depending on the elevation settings, these god-mode brushes can bring out fairly subtle elevation differences on the map that you otherwise wouldn't see, like the drainage patterns here:
(https://i.imgur.com/0FY0o10.jpg)

Winter:
(https://i.imgur.com/Uf3Mowp.jpg)

Summer:
(https://i.imgur.com/yNiqihC.jpg)

A little closer, with road, winter:
(https://i.imgur.com/cYmUCcQ.jpg)

summer:
(https://i.imgur.com/RfDpe9O.jpg)

Closeup fall:
(https://i.imgur.com/FReFFKr.jpg)

Winter:
(https://i.imgur.com/QGPRGSI.jpg)

Summer:
(https://i.imgur.com/CvZaosm.jpg)
Title: Re: c.p.'s Arboretum
Post by: mattb325 on April 27, 2019, 04:28:25 PM
Quote from: c.p. on April 27, 2019, 10:26:38 AM
  This is also a god-mode experiment.

Depending on the elevation settings, these god-mode brushes can bring out fairly subtle elevation differences on the map that you otherwise wouldn't see, like the drainage patterns here:


This is genius  :thumbsup: And it helps that it is beautiful, too.  ()stsfd()
Title: Re: c.p.'s Arboretum
Post by: PaPa-J on April 27, 2019, 09:15:43 PM
To bad the Alligator/turtle didn't work out, that would have looked pretty cool.
Title: Re: c.p.'s Arboretum
Post by: c.p. on May 01, 2019, 07:09:00 AM
Thanks guys :)

Here is another marsh in progress.  It's a little more elaborate, with multiple types of marsh grass.
(https://i.imgur.com/dsen5C1.jpg)

It still has some "issues".  If there is too much slope (and it's not much) this happens with the reddish grass.  Hopefully I can fix that well enough by changing some settings.  If not, I'll have to remake the LODs:
(https://i.imgur.com/tLk7qVg.jpg)

In further out zooms, there is a bright yellow edge of pixels in places on some of the models. (It's only slightly visible here but worse in zoom 2).  If I change the grass material from a composite to a non-composite material, it eliminates this problem.  Unfortunately, it means I have to retexture all the grass and rerender, which will be a bit of a chore:
(https://i.imgur.com/5JXjQgc.jpg)

I still need to make models to transition from the new marsh grasses to upland plants.  In final versions, I probably won't use the particular upland plants shown in these pictures with this marsh, but the shrubs and trees are new models and I wanted to see how they look in-game.  They include Winterberry (which has bright red berries in winter), and a type of Ash (along the top).  The winterberry will likely be used at the edges of a cattail marsh, rather than a grassy marsh.
Fall:
(https://i.imgur.com/dEGg2m4.jpg)

Winter:
(https://i.imgur.com/ARdqPb9.jpg)

Summer:
(https://i.imgur.com/MNu30OC.jpg)

The sparser grass in this picture (near the top) is supposed to show up between the thick marsh grass and the bare mud, but it only showed up in a few places, so I have to tweak the god-mode modding to improve that.  Hopefully that will reduce some of the rectangular-blocks-of-grass look at the edges.  Also, I might try reducing the number of ponds.
(https://i.imgur.com/bqlcUkq.jpg)

Here is a closeup of the different marsh grasses:
(https://i.imgur.com/kNRkKyG.jpg)
Title: Re: c.p.'s Arboretum
Post by: mattb325 on May 01, 2019, 05:39:47 PM
This is brilliant stuff. I wouldn't worry about a yellow pixel at Z2 (unless it really bugs you). My old computer mostly crashes the game when I zoom out, so I try to avoid it  :D
Title: Re: c.p.'s Arboretum
Post by: fantozzi on May 03, 2019, 08:19:27 AM
Your winterberries fill the wintertimes with gracefulness.  &apls
Title: Re: c.p.'s Arboretum
Post by: matias93 on May 03, 2019, 09:49:30 AM
Ok, I didn't know how badly I need this.
Title: Re: c.p.'s Arboretum
Post by: c.p. on May 14, 2019, 07:27:34 PM
Thanks guys :)

So I've made the changes in the marsh and I think it's a lot better now.  These are all god-mode, with no MMPing.

This is a city tile in my Alsek Bay map:
(https://i.imgur.com/5AYIQaX.jpg)

Closeup:
(https://i.imgur.com/bmADPtz.jpg)

One of the marsh "fingers":
(https://i.imgur.com/qOO28Im.jpg)

Another city tile from the Alsek Bay map:
(https://i.imgur.com/vf6VISq.jpg)

Little patch of marsh on the river.  Below the river are Black Spruce, and Jack Pines at the bottom left corner:
(https://i.imgur.com/3rbIV6R.jpg)

The drainage channels are showing up really well here (the result of subtle variations in elevation on the map). Winter:
(https://i.imgur.com/pnjG7Tm.jpg)

Summer:
(https://i.imgur.com/3cKnZ6j.jpg)

Zoom 5:
(https://i.imgur.com/McpC9nh.jpg)

Next, I need to make some transitions to get from the marsh to the dunes/beach.
Title: Re: c.p.'s Arboretum
Post by: Simmer2 on May 15, 2019, 09:54:02 AM
Brian I think I will make an air boat to go with your marshland. I would love to see it in that environment!

Nick
Title: Re: c.p.'s Arboretum
Post by: Kitsune on May 15, 2019, 01:49:49 PM
... im stuck using a phone after my laptop died and wow it looks amazing !
Title: Re: c.p.'s Arboretum
Post by: mattb325 on May 15, 2019, 03:04:29 PM
Gosh this is beautiful  :thumbsup:

Each one of your models sings in great harmony. The whole thing is splendid and breath-taking. I love every detail. To think that you have made this as a god-mode controller is pure genius.

When I look at these pictures, I can say they need no adornment. I look at it and think it is perfect as is. I know it probably sounds a bit OTT, but I can already see it will totally change the way I play the game, and that's really exciting. It's like the NAM of nature scenes :)
Title: Re: c.p.'s Arboretum
Post by: Simmer2 on May 15, 2019, 10:36:40 PM
Here you go. Ready to plop on that beautiful landscape as soon as it is available. It can come in many colors and orientations.
Freshly downloaded from my brain to the screen.
.
(https://i.imgur.com/nQIUEfy.jpg)

Simmer2
Title: Re: c.p.'s Arboretum
Post by: manga rivotra on May 16, 2019, 03:08:55 PM
The effectiveness of this tree god-mod is truly exceptional.  :o
I never imagined that it is possible to obtain such precision without MMPs!
The pictures speak for themselves and the realism is breathtaking. Amazing work !  &apls &apls &apls