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Cobblestone Road Textures

Started by agunter999, July 01, 2013, 12:22:00 PM

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agunter999

Hello

I have always whished to expand the textures available for roads as in the real world there are many different textures. SAM has provided us with a great starting point. I found this http://www.simforum.de/showthread.php?t=162402 . I then found out that it was never released which is an extreme shame. They would pep up the standard textures so much

They I found a SAM DIY set on the LEX and decided to make the most type of cobbled roads seen here https://www.dropbox.com/sh/yb4swcvo0w9u5sp/gBQmWvxnWA They are not great.

I also don't have that much time on my hands. leaving me just enough to make textures. I do not know haw to get them into the game, and really don't have the time to do so.

I would also like to see the addition of a single tracked lane as these are extremely common in most rural areas

So I was wondering how much support there is for this and if there was enough interest to start up a team and solve the lack of street textures for all
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vortext

First of all, for most if not all of us here sc4 is a beloved hobby and the issue of not having near enough time for it is a given fact, basically.

Secondly, getting the textures ingame actually is quite easy - besides quite crucial to see how it pans out - with Nulls Batch PNG to FSH tool. Here's said tool and here a short explanation how it works. 
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agunter999

Ok I will have a real good look at that, it looks easy
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agunter999

Removed sig, as it linked to a site that promotes unauthorized "modpacks" (see #10 on Site Rules). -Admin

Indiana Joe

Put the DAT file that the Batch tool made into your plugins folder.

You have to make sure it loads last.  This has given me trouble before personally.  If you have a folder called "Z___NAM" then I would advise putting it into that folder, but put a "z" in front of the file's name.

agunter999

#5
The tool keeps crashing

Works now! but not in game Where am I going wrong?
https://www.dropbox.com/s/wwpyazll25s0zuf/SAMCOBBLE.dat
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vortext

#6
The textures don't contain transparency which is needed in order for the sidewalk to be visible below. Look at the the textures in the Reader, the white parts need to be transparent.

In addition, your textures don't have the correct ID. For each texture you'll need to change the name so Null's tool recognizes the ID. That is, delete all the alphabetic characters but leave the numbers.

e.g. 4 way Intersection 0x5e527x00.png becomes 0x5e527700.png

Also note how the x in the numerical is replaced too, this indicates which SAM set the textures will override. In this example it'll override set 7, the asphalt streets.

One last thing you should know about is the wealth indicator, which is the 7th digit as Maarten has pointed out. Though the methods described are outdated, this tutorial contains usefull information on it.
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MandelSoft

Erm, you've used the wrong digit for the wealth indicator. It's the 7th digit, not the 6th
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