But the real key to smooth shorelines is the SRTM Water Body Data, which I used to mask out the water with a negative altitude. There are also a lot of other parameters to tweak.Īfter some searching, I found the Mapzen’s S3 bucket which offers easy access to the void-filled, 30m resolution SRTM3. My script is based on exactly the same SRTM3 data als used by terrain.party (amongst other sources), but produces much nicer shorelines as well as smoothing the raw data to avoid that pixelated look. Nothing is ever as easy as it seems, but a week later, I have a somewhat working script that generates playable maps that look nicer than terrain.party. So it seemed pretty easy to write a simple script to generate my own tiles. However, the readme on the files explained the data sources and the file format used by Cities: Skylines. But to my disappointment, the height map from terrain.party was quite bad around the coastlines and did not seem to deal well with land below the sea level. I found some videos of people building polders, so I thought it’d be fun to import a real Dutch polder to play on. I quickly found terrain.party, and downloaded a couple of locations. I wondered if it would be possible to import a real-world location from Google Maps or Open Street Map or something. Over the Christmas holiday I played a bit of Cities: Skylines.
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