How to Create and Import Heighmaps into Map Editor

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Xterminator

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Hey guys, just reposting this topic sense it got deleted with the forum move. Anyone who had made informative comments previously, please repost them here as well. :) I remember a few, one in particular with lots of tips that I would love to see again!
Anyway....

I made a quick video guide on how and where to create Height Maps for Cities Skylines, and then how to import them into the game through the Map Editor.
Hope this helps some people, as it doesn't seem to be particularly obvious as to how and where to do it.

Let me know if you have any further questions or comments etc...
 
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pg.erbse

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HINT!

If you want trees on/in mountains like this:



Save, on a new map the "hightmap" of this flat map.
Load, on a new map you want to create, your "hightmap", keep in mind where your mountains are, load your "flat hightmap map", "paint" the trees and load your hightmap again. Do this as much you want for perfect results. Doesnt matter if flat or with mountains, your brushed trees will stay there! Reason for this procedure, you cant paint trees on hills/mountains the normal way.

Edit: i visited the location again and took another photo
 
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Shiggs

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hey, Its me, Shiggs713. Using my old school profile because apparently my newer one couldn't be found.


Anyways 18x18 km is not correct. By all appearances 40x40 km is the correct scale but anything close to that will do, 36x36 etc. That is only really applicable if you are trying to build real, perfect to scale replica's of cities... if not, don't worry about it.

As Dale and others have noted, the importing process usually works better if you have a good difference in terrain heights. If you try to import a very flat area, certain features may be indistinguishable and look flat. You can go too far though. Importing decent sized hills and mountains works great but if you try to import an area containing a very large mountain it will generally not import correctly. I tried to do this with the Grand Teton area and most of the terrain looked pretty good, but the 3 large mountains themselves looked nothing even close.

there are some other general tips on the top of my head but they are more for just editing the terrain and are covered in the tutorial in the OP.
 
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hey, Its me, Shiggs713. Using my old school profile because apparently my newer one couldn't be found.


Anyways 18x18 km is not correct. By all appearances 40x40 km is the correct scale but anything close to that will do, 36x36 etc. That is only really applicable if you are trying to build real, perfect to scale replica's of cities... if not, don't worry about it.

As Dale and others have noted, the importing process usually works better if you have a good difference in terrain heights. If you try to import a very flat area, certain features may be indistinguishable and look flat. You can go too far though. Importing decent sized hills and mountains works great but if you try to import an area containing a very large mountain it will generally not import correctly. I tried to do this with the Grand Teton area and most of the terrain looked pretty good, but the 3 large mountains themselves looked nothing even close.

there are some other general tips on the top of my head but they are more for just editing the terrain and are covered in the tutorial in the OP.
Hey Shiggs, thanks for reposting your tips. :) Hopefully the person who posted a huge list of tips does as well (I think it was Dale? sorry I don't remember who exactly). Good that you mention how 18x18 is not correct for creating a close replica, as I have tried with my home town using the default 18x18 and it didn't turn out well at all. It definitely takes some fiddling but I think it can be done. :)
 

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(Copy/paste from old forum thread)
---------------------------------------------------------

I've made a few maps now, and here are my comments to try to help people picking it up.

- The most critical slider for any of the tools, is how heavy the tool operates. From what people have asked, and what I've seen on the workshop, it appears most people leave the brush weight at either 1, or still too high for the feature. I tend to use very light brush weights as they give better results. Even if you have to go over it a couple times.

- For smoothing out of terrain.party, I will use the smooth brush with weight 0.1 and about one quarter in size. Takes time, but allows incredible results.

- When laying roads, make sure you do them "drive on the right". I did a map "drive on the left" (like here in Oz) and the sides of the road were reversed when in game. :lol:

- I got MUCH better exports from terrain.party if the area I'm mapping has a higher difference between highest and lowest point. Seems the exports are scaled to a set metric and if you have a low difference between highest and lowest point then the resulting ingame map is too flat and lost features.

- With such a small number of trees (250,000) a weight of 0.25 on the tree brush will give decent coverage across the entire 25 tiles, and light coverage across the border zones. Note due to "fog" in game you actually don't need to tree all the way to the very border. I'll do a run around the whole border with the biggest brush and weight 0.1 for the barest of trees. Looks good in game.

- Use a tall tree brush and then go over it with a very light small bush brush. Results look great IMO.

- Zoom right in and remove any trees in water (they'll be red). Waste of a tree, don't show in game but still counts in the 250,000 limit. I've been able to free up 10,000 trees using this method.

- For making a "trench" for a river, choose a small sized brush (about one third of your planned final river size) and weight 0.25 to dig the trench of the river (draw it freehand for best results) and then use the smoothing tool to make the banks. Smooth outwards from the trench. Rivers tend to either zig zag back and forth up a valley, or hug the line of a mountain range.

- Best results for beaches IMO, is to curve them and have rock pinnacles at either end of the bay. Usually what happens is the sea erodes the land back in horseshoes, not a straight line.

- Water sources really only need to be 0.2 maximum. If a river has multiple water sources, drop them down to 0.1 or even 0.05 if need be. For perfect accuracy, click on the number (cursor appears) then delete the number and type exactly what you want.

- If exporting from terrain.party, even though it's set for sea level 40, I've found the best sea level to be usually 30. Sometimes 35, and once even 25. Don't be scared to change it and watch what happens. To reset sea level, remove water source flows and start water sources again, just click the "reset" button on the water tab.

Hopes these little tips help. Here's some shots of some of my maps. So wish we had snow and desert brushes.
 
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Shiggs

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I think I have found a way to import maps at any angle. I'm going to do a test with Washington DC (since it is a diamond shaped city from the terrain.party angle) and post results, and all the math etc. if it works.

Its actually pretty messy, and you probably need photoshop or equivalent to do it, but I see a way around these restrictions.

I have scoured the internet for alternate ways to import terrain maps into a grey scale image. Its not very promising, and virtually any way to do it requires downloading a bunch of sketchy 3rd party software, so I'm not very keen on doing that.

Also if a mod sees this, might be better in the mods and resources sub directory.
 
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Shiggs

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Sorry if I'm barging in here, just though all of this information would be best in the same place for anyone looking for resources.

This isn't as hard as I thought, but still not an exact science. This method would be extremely useful for cities with boundaries that are more at an angle than in a square, Washington DC and Dubai come to mind, there are probably many others. So instead of being limited to a 90 degree import you can import at any degree using this method basically.

For me personally since I believe 40x40km is the most accurate to real scale, that is the scale I would like to have in the end. If that is not what you want then you will just have to adjust your math accordingly.

So to get that we will actually set the dimensions in terrain.party to 60x60km (the maximum). Make sure to include any area that you will want included in the final heightmap.
tut1.jpg


Then you will need extract and locate the heightmap so you can edit it. This is covered in other tutorials, so I won't be covering that. I personally almost always use the merged heightmap, so for this tutorial that is what we will be using.

You will need photoshop or equivalent, for this we will be using photoshop. Open the file.

tut2.jpg


You will notice that regardless of the dimensions you import the heightmap in, the size (in pixels) will always be 1081x1081. Now to get the map into our proper scale from 60x60km to 40x40km we will need to multiply the image size by 1.5 (60 is exactly 50% more than 40) which comes to 1621.5, but we will round up to 1622 since PS will only accept whole integers.

tut3_1.jpg


I have found bicubic resampling to be the best in the past with other image scaling, so it is what I picked to start. You could play around with the settings to see if any of them yield better results. Next we will need to rotate the image.

tut4.jpg


For this tutorial we will be doing a 45 degree right rotation, though PS can do it at any angle. After you click custom it will bring up another dialogue box where you can select right or left rotation, and any custom degree.

Then we will need to make a rectangular selection, with a fixed size of 1081x1081 pixels.

tut5.jpg


You can see now why we initially imported at 60x60km and have now converted it to a 40x40km scale. If we did the import process at the same scale as our desired output, you would lose all of the corners.

This is the part where your initial selection (in the terrain.party website), and the current selection really matters. Its also not an exact science, as you may want to use the zoom features to make sure you haven't clipped the edge or left out any area you want included. As long as you have the selection at the correct pixel size it will still work, but this part is up to your own eyes to get correct.

Though if you wanted to get really fancy you could import the street view and mask that layer with some opacity to be able to get it perfect.

Next we will copy that selection and create a new image from the clipboard.

tut6.jpg



For me, PS gave me some messages about the document containing 16 bit layers and PS not supporting that. I suppose this may have something to do with the final quality, though when I looked at it in the game it was still pretty good. If anyone knows of another program (or plugins) that supports 16 bit layers please post it.

The only real option from there is to convert the depth to an 8 bit layer which works.

tut7.jpg


Then you simply need to save the file as a PNG, and place it into your heightmaps folder so CS can find it. The latter being covered in other tutorials.

Then when you start up a new map in the terrain editor, import the heightmap, add some water, you have yourself a custom angled height map!

tut8.jpg


Possibly because of the resampling, rescaling, and the 8 bit layer conversion, the terrain does seem to be slightly rougher than it was in a 90 degree import. If you have a better version of PS you can probably do it in 16 bit, my copy is very old. In a way it seems more detailed as you can see a lot of the old dried up river beds. Most of those are just very tiny ridges that are not really steep at all, but I would understand if you would not want this in your city.

This can be fairly quickly alleviated by smoothing the terrain with a soft brush, like I did very quickly in the center of the screen just as an example. The slight increase in roughness actually helps with relatively flat maps in defining a solid river bed without needing to dig it out or make many adjustments.

Also if I were doing this to publish it or just to play, I probably would have readjusted the 1081x1081 selection a little lower and to the right to have the river enter exactly in the corner of the map, and include some of the area across the river in the playable grid, but this is just for an example.

This does have its limited use, but for cities like Washington DC or Dubai using this method can be crucial to fitting in all the areas you want. For example every map of Dubai on the workshop includes the Palm Jumeirrah or the Burj Khalifa downtown area, but not both (or if there is one, it is horribly out of scale). Using this method you can include both.

Hope somebody finds this useful.
 
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Xterminator

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Thanks for screenshot guide Shiggs! :) Really helpful to me and I'm sure others.
Also yeah, if a mod could move this to Modding and Resources that would be cool. I apologize for not posting it their initially, but I forgot in the rush to get it reposted on these new forums. :/
 

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Here comes my comment from the old forum:

Hey Xterminator and everyone else! =)

I tested the service last night even though I'm currently waiting for a new gaming machine that I can run Cities: Skylines on.
My goal was to grab a piece of land I'm familiar with and see what could be done to it in C:S.

What I noticed was these particular things:

a. without changing the size of the capture (keeping it to 18km x 18km) the resulting height map area when imported to C:S must have been way too big,
because the land details; lakes, beaches and all areas were very tiny.

Can we figure out a way to get the correct, realistic scale into game maps? Is it possibly so (as with imported 3d objects into the asset editor) that they need to be scaled up 100x in some arcane way inside the map editor?

b. the "stair steps" in the resulting slopes got me wondering how the height maps really are created on that server.

To get rid of the "steps" I loaded a downloaded png map into Photoshop and then did as follows:

1. with the image loaded in PS double click on the map layer in the layer palette and click OK, then go Image > Mode > RGB Color
2. in the same place switch to 32 Bits/Channel

3. then go into Filter > Blur > Gaussian Blur...
4. set the Radius: to 0,5 pixels and click "OK"

5. go into Filter > Sharpen > Smart Sharpen...and set it up like this;

Basic
Settings: Default
Amount: 50 %
Radius: 3,0 px
Remove: Motion Blur (yes, Motion Blur. You can of course experiment using Remove: Gaussian Blur instead, just don't go overboard or you'll introduce new "stair steps" in the map =)
Angle: 0
and finally check "More Accurate" and click "OK"

6. go to Image > Mode > Grayscale
7. in the popup click "Discard"

8. go Image > Mode > 16 Bits/Channel
9. in the popup click "Don't Merge"

10. Go File > Save As... and chose a new name for your edited map image.

Now when you import the map the "stair steps" will not be visible as before.

Please, if you find better/easier ways let me know since my suggestion above is only a "quick fix" I tested once last night.

If we can figure out how to make the scale of the maps match the real world original I believe we will see many cool remakes of actual places =)
 

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Hey guys, so I'm just relinking the map editor tutorial here. I noticed that it disappeared after the forums changed. So if you guys have seen it then this one is not any different. I just wanted to help out the people that haven't seen it yet. Anyways, here is the link, hope you enjoy:

 

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Anyways 18x18 km is not correct. By all appearances 40x40 km is the correct scale but anything close to that will do, 36x36 etc. That is only really applicable if you are trying to build real, perfect to scale replica's of cities... if not, don't worry about it.

I disagree on the scale thing, because a 40x40 scale result in grossly oversized roads.

The map is broken down in 9 x 9 areas (of which the central 5 x 5 are playable). Laying a road closely parallel to the borders of one of those areas and counting the number of zoning tiles reveal that each of those areas is approximatively 237 x 237 tiles. Thus, the overall (9x9) map is about 2133 by 2133 tiles.

Looking at a road, we can get a pretty good guesstimate of how wide each tile is - a road (two-lane, parking spaces and sidewalks on both sides) is two tiles wide. Considering that such a road is somewhere in the area of 15 to 25 meters across in the real world (there's a lot of variety). This gives us an estimate of between 7.5 and 12.5 m per tile, with 10m being a good working average.

At 2133 tiles, this would give 15.99 km (15m), 21.33km (20m) and 26.66km (25m) as a likely ballpark for the accurate scale - we can sum it up as somewhere between 16 and 27km, with the truth probably closest to 20-22kilometers.

To reach 40 x 40, you would need roads about 37.5m across for a simple two-way road, and 75m across for four- and six-lanes roads. That is not a realistic scale.
 
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I disagree on the scale thing, because a 40x40 scale result in grossly oversized roads.

The map is broken down in 9 x 9 areas (of which the central 5 x 5 are playable). Laying a road closely parallel to the borders of one of those areas and counting the number of zoning tiles reveal that each of those areas is approximatively 237 x 237 tiles. Thus, the overall (9x9) map is about 2133 by 2133 tiles.

Looking at a road, we can get a pretty good guesstimate of how wide each tile is - a road (two-lane, parking spaces and sidewalks on both sides) is two tiles wide. Considering that such a road is somewhere in the area of 15 to 25 meters across in the real world (there's a lot of variety). This gives us an estimate of between 7.5 and 12.5 m per tile, with 10m being a good working average.

At 2133 tiles, this would give 15.99 km (15m), 21.33km (20m) and 26.66km (25m) as a likely ballpark for the accurate scale - we can sum it up as somewhere between 16 and 27km, with the truth probably closest to 20-22kilometers.

To reach 40 x 40, you would need roads about 37.5m across for a simple two-way road, and 75m across for four- and six-lanes roads. That is not a realistic scale.

The road scale doesn't matter. Your entire assumption is based on a fallacy. What matters is the scale of the environment and the buildings within them. Have you tried to import a heightmap of the city you live in? Have you actually placed the roads or highways where they should be and then fit in the area in between them? I have, and I've did it on imports that were so accurate I could see the footprint of the railroads and highways where it left absolutely no doubt the scale was wrong.

I've did my hometown of Indianapolis at 4 different scales now to try and figure the true game scale, 18x18 was not even close, buildings would literally have to be 4 times bigger to fit in the space that realistic road placement would provide. You can think whatever you want, but I guarantee you, you haven't tested it out as much as I have. Hell, even at 40x40 the rivers and creeks are still way to big. I creek I know of in real life ends up being like the amazon at 18x18 when in reality it is 10 feet wide.

Other people with real experience have shared similar sentiments that the true scale is somewhere close to 40x40.
 
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I have, several times over. I've also mapped out the street grid of the city of Ottawa on a 18 x 18 map successfully (most of the trouble I've had with it consisted of trying to get the Rideau canal right, and that is unrelated to scale and everything to do with the lack of proper tools for canal building). There was little to no empty space (actually my problem was more in the nature of streets being too close together in parts of town). The city blocks were (in general) 8 tiles wide (eg optimal size), though sometime smaller. In short, great street size. What issues I had mostly involved streets being too close to each other (already at 18 x 18!),

If I had done it at 40 x 40, the streets would have had to be drawn on top of one another.

So kindly drop the condescending "real experience" crap. I've done this too, and honestly, the fact that you failed to get your own map right at 18x18 fails to impress me as a piece of evidence.
 

Shiggs

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Sorry busy the last 2 days, so I didn't have time to fully explain.

some official documentation on road zoning width's in the US, pretty commonly replicated throughout the world. http://www.safety.fhwa.dot.gov/geometric/pubs/mitigationstrategies/chapter3/3_lanewidth.cfm

You based your entire estimate off of a 2 lane road with parking spaces despite the fact that all the other small roads are the same width in the game, including gravel. According to official documentation a single lane is going to be 2.7 - 3.6 meters wide. So even a max width road lined with trees would be roughly 8 meters or less. Later in the article it shows that maximum guidelines for a (highway) shoulder is 1.8 meters, pretty much the same width needed for a parking space.

I'll be generous lets say the lane's are at maximum width (most are not in real life as they were made long ago), even at that a 2 lane road with parking spaces would only be 10.8 meters wide (3.6 +3.6 +1.8 +1.8). You propose that the same road be 20 meters wide (your 10 meter per tile theory). A 2 lane roads minimum width according to real world data would be 5.4 meters, and in game would still be the same width as the one with the parking spaces.

So if we take the actual data, anywhere from 5.4 meters to 10.8 meters, my road widths are actually scaled much more realistic than yours, despite the fact I did not base my assumptions around it. You didn't cross check anything obviously, which I know I have.

I'm not even going to dig up all my old photographic evidence from google earth and from in game that was erased during the transfer because I don't even need to. Its obvious.

and you have forgotten that the buildings were not created at a 1:1 scale. By all accounts it is close to a 1:1.6 scale (not a number I have come up with, many asset makers are making duplicates of their buildings, one at real scale [1:1], and another at 1:1.6 to match the game's scale), because the real scale buildings are ridiculously huge.

so yea, have some crow, and try not to be so condescending next time.
 
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Evie HJ

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You may be right about the size of roads. The problem is that it doesn't help your case at all.

It's simple maths. If your map represent an area 18 km wide, then each tile (the map being 2133 tile wide) has a width of 1/2133th of 18km. (or, 18 000/2133 meters). If you more than double the size of the area you're representing, you're more than doubling the size of each individual tile.

18 000/2133 is 8.44. x2 (for a two tile roads) tell us that roads are 16.88 meters wide on an 18km map.
40 000/2133 is 18.75. x2 tells us that roads are 37.5 meters wide on a 40km map.

ONE of these is a size that SOME two-way roads do reach. It may be a bit on the large side, but it's not unrealistic. There are roads that wide.

The other is grossly oversized, and if there are any 37.5 meters two-lane roads, even with parking spots and sidewalks, I don't want to know what their designers were thinking.
 
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Shiggs

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honestly, I'm just doing this by trial and error. Sorry for being rude, but I have put a lot of time and thought into figuring this out. 40x40 is still only my best guess after 4 attempts. I didn't even consider road widths until during this discussion.

Anyways, here is a view of a map that I imported of my hometown of Indianapolis at 18x18 scale. I removed some of the highway so the natural footprint could be seen, showing I am not just laying down highways guessing, their placement is pretty much exactly correct. Same can be said for the railroads almost everywhere.
scale1.jpg


Then below you can see where I have placed the railroad station exactly where it is in real life (though probably too far to the east, depending on which corner you are trying to preserve because the building is way too small), and placed the railroad tracks exactly where they are in real life . You can see at 18x18 the imported footprints are far too wide for the in game railroad tracks and even the highway in most cases.

scale2.jpg


There are 8 tiles in between all of those smaller roads. Just the right size to put 2 max sized growable buildings next to each other. I would have to place 4 stadiums together to match the size of Lucas Oil Stadium, plus at least 20 ploppable 4x4 parking lots.

scale3.jpg


If you count all of the roads running east/west in that small area between the rails and the highway, in the real picture, I count 7 (though this could be debated because of of the little zigs and zags, and some tiny little roads that are in one area and not another), in the game picture there are 10, and I could have added at least 1 more. In the real picture many of those roads are pretty close together, like 1 building, parking lot, or medium plaza width. In the game picture, again there are 8 tiles between all of those... if I remember correctly about the same length as the longest side of the stadium in game.

Then the north/south roads, the train station is so small in comparison it could never be correct at this scale, I'd have to float it away from one of the roads it is connected to in real life to get the 5 something roads in the space between the stadium and the north/south railroad tracks (which I might have to do anyways at 40x40 but for different reasons, the footprint of the tracks are slightly different at a bigger scale). All of those yellow roads are big 6-8 lane (mostly 1 way) avenues anyways, not small roads.

As I have said the scale of the buildings in the game is without a doubt not 1:1. Again, best guess is 1:1.6 meaning the buildings are 60% smaller then they would be at a real scale. Thats a pretty big deal. I have no idea how you have filled all the space in your 18x18 model, because I had huge gaps in some areas, but certain (ploppable) buildings are too small and created not enough room if I were to keep all roads connecting naturally in others. At 40x40 I can still just move the undersized civic buildings around and at least have proper spacing almost everywhere that will be growable zones.

Plus the 18x18 map as I noted in my workshop version of this will only cover an area from 38th street to Raymond street, and from Kesler Boulevard to Sherman Avenue, a relatively tiny area, really. Only about 1/4 of Marion county. Its maybe a 10 minute drive from one side to the other at that scale.

looking at it more and more 36x36 might be even closer, but I'm pretty damn sure 18x18 simply cannot be correct. The buildings are just far too small.

I'm really not even trying to have it perfect, but some things would really bother me if I didn't get it right, so I want to make sure by the time I am done editing the map it is very close.
 
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