
Any other value from 0 to 254 might as well be zero. When SimCity looks at a pixel in config.bmp, all it really cares about is whether or not each channel of the color is 255. In fact, *any* color can theoretically be used in a config.bmp file. Each pixel doesn't have to be one of pure red, green, or blue. The first "secret" I'm going to tell is how SimCity interprets the colors in config.bmp. So a 9 by 7 kilometer region would need a greyscale heightmap image of size 577 by 449 pixels.Īll of this so far is just about common knowledge. While I'm at it, I'll note that the dimensions of the greyscale heightmap image can be obtained by multiplying the dimensions of config.bmp by 64 and adding 1. For example, a 9x7km region might be divided like this: The color depth should always be 24 bits (true color) and the width and height in pixels should equal the east-west extent and north-south extent of the region in kilometers, respectively.Įach pixel represents one square kilometer in the region, and the color of the pixel is determined by the size of the city covering that square.
Loading simcity 4 regions windows#
For simplicity, most people make their regions so that the cities fill a rectangle (often 16km x 16km) but this isn't completely necessary, as we'll see later.Īnyway, the config.bmp file is a standard Windows (or OS/2) Bitmap file.

But I figure it's a good place to start before I get to the more fun part of the article.įirst, there's really only one rule regarding how a region is divided into cities: that each city is a square of 1km, 2km, or 4km on a side (aligning to a 1km grid) and the cities can't overlap. In fact it's easier than I make it sound just below, but I wanted to be thorough for the engineering types who want to understand every detail.

Making a basic config.bmp that works is really simple, and probably not even worthy of an article in the Omnibus.
