Politician Archive
Thread: City Planning:Footprint list
I been looking for this thread for a while, so i figure why not make it and help out others. These are the footprint sizes of all the buildings (basically put it on a grid an check if it fits
Naboo
small 3x4
medium 3x4
large 5x7
Generic
small 3x4
medium 3x4
large 5x7
Tatooine
Tat medium 5x5
Corellia
Civic Buildings
Bank 3x3
Tents 3x3
City Hall 7x9
Shuttle 6x7
Cantina 7x7
Med 4x5
Clone 5x5
Parks ?
So fill in the holes with whatever else you may know, or correct me if im wrong ![]()
Hospital = 5x5 (placed a few hours ago)
Cantina = 8x8 (pretty sure, placed it a few days ago)
I was also under the assumption the shuttleport was 5x7 with the terminal at one of the short ends, but I can't check until next week.
Is bank really 3x3 ?
When I went to place it the footprint is huge.
Had quite a few people watch me place it and they were saying "whoa its huge" when the red laser lights came up. Then after a few seconds it dissapeared and this piddly little thing appeared =)
So it might be 3x3 looking at it but the footprint I think is actually rather large.
The cantina I placed on Tatooine is 7x7 so unless Naboo or Corellia is different 8x8 isn't correct.
Maller Malice
Mayor of New Aldera
Can't help much with civic buildings, as we don't have a hall yet. But Naboo larges are 6x7, not 5x7.
I have notes that say gardens are 3x3 small, 7x7 large, and 6x6 exotic... but that's based on what others posted.
I am a mayor on Naboo.
Here are the sizes ofsome Naboo structures that I have placed in my city.
Naboo Cantina - 7 x 7
Naboo Cloning Facility - 5 x 5
Naboo Hospital - 5 x 4
Naboo Bank - 3 x 3
Naboo Large House - 7 x 6
General Large House - 7 x 5
I actually have all the civic structures, Naboo structures, and non-transient installations (I call harvesters transient because they usually move, non-transient is factories)
You can see it here.
GREAT thread! This will help me in my planning.
Tiaga,
how did you make that cool map ?
- TIMapKey (Overlay) - Adds a key to explain various colors marking city zones
- TICivicColors (Alter hue) - Colors to mark civic buildings and reserved areas
- TIBuildings (Overlay) - The actual buildings, copied from the file I posted (Actually when I copy them, the blue outline and grid are on a separate layer so I only get the building+footprint)
- CityRingsGradiant (Multiple/Burn) - Creates the fade to black effect as the city nears it's borders
- TIMapWater (Lighten only - only in city planner map) - Adds the squares showing unbuildable area due to water
- TIMapWaterLandSmooth (Lighten only) - Adds the outline of the water in the city, letting the grid show through.
- CityGrid (Background - only in city planner map)
Feel free to use the rings (I also have a version with just circles in the same directory) the grid and the buildings for a map. The rest doesn't really make sense, as it is specific to the city I made it for. I compose them with the Windows version of "The Gimp" and then post them. (If anyone wants the Gimp native version with all the layers in one file with the proper settings, it's also in the same directory called TIMap.xcf)
To arrange the structures theres one of two ways to do it. I used both. To create the initial map I ran around with the map up and map rotation turned off in options. (It's in Interface options) I took screenshots about every 100m. Then one at a time I loaded them in and put the buildings over them in a different layer. (Actually, I created the buildings over them, since I didn't have them made yet) This gets the buildings placed fairly accurately. For additions, I just run around swapping in and out of the game looking at the map and if something changed, I either remove it, or go into the structure placement mode to find out it's exact placement relative to other buildings. If it's a ways away, I'll pace out the distance to the nearest building, keeping in mind that 8m in one of the 4 cardinal directions is a box on the map.
To do the water, I started with the bare grid. Then I walked around the edge of the water, starting at a known spot (Having the structures placed already helps) and went into the structure placement view, switched out and filling in the squares in the grid blue as appropriate. Then I got rid of the grid and filled in the gaps where the grid had been (This is really optional, but I did it for completeness). Then to make a more pleasing presentation, I created a curve by hand that was just inside the border of the water and roughly matched how I remembered it being. This was probably the hardest part outside of creating the representations of all the structures. It was a very painful process prone to errors, and I kept having to kill lairs so I could properly see what was and wasn't buildable. I also had a prophet camp pop up altering the coastline, and a ranger build a camp (My god, that thing has everything, wheres the jacuzzi?) altering the coastline. But I just waited till the next day to finish.
The layers when combined will produce the city plannet map. However, they don't directly produce the other map. Besides removing the 2 layers that aren't present in the normal map, I also alter the buildings layer. First I fill all the empty space with the color of the footprint, then I use fuzzy select to cut all that out (After adding in the little space that the large naboo houses enclose). After doing this, the colors I was applying to the buildings are now being applied to the surrounding land/water as well. So to counter this, I hide all the other layers but the colors and buildings, then merge them so the buildings actually have the color. (I of course do this AFTER saving the changes I made to the buildings)
There you have it, how I made the maps.