SC4 Devotion Forum Archives

SimCity 4 Devotion Custom Content Showcase => Network Addon Mod (NAM) => Topic started by: Gaston on November 03, 2008, 03:01:38 PM

Title: Base textures for GLR?
Post by: Gaston on November 03, 2008, 03:01:38 PM
Okay, maybe this has been done and I haven't seen it yet.      ()what()

Perhaps someone could make a way to change the textures for ALL the GLR pieces.    Similar to the way the BSC parks can have a different texture selected for the sidewalks.   After you load that texture ALL the BSC parks then change to the chosen sidewalk.   

&idea

Can something like that be done with GLR?   I was thinking either the same BSC texture or even better pedestrian plaza textures.    I know alot of older trams here in the US that I have seen have had a base of cobblestonse, brick, or brick herringbone. (Not working currently, just old photos)   The problem right now is not being able to use all the GLR pieces unless you like the default "concrete" texture.   Red brick paved throughout a city would look great, wouldn't it?    Or even all the GLR and BSC parks matching?   :o

Well thanks for reading this.   It was just something I was hoping might be able to happen.


---Gaston
Title: Re: Base textures for GLR?
Post by: Andreas on November 03, 2008, 06:20:01 PM
Well, of course other texture sets could be created - but someone has to make them. ;)
Title: Re: Base textures for GLR?
Post by: Gaston on November 03, 2008, 07:46:52 PM

I wasn't sure it was possible.    Seems like something someone would have done by now.     ;)   Maybe this will inspire someone to do it.   I can only hope, cause no matter how many tutorials ya'll create,  I can't do it.     $%Grinno$%


---Gaston
Title: Re: Base textures for GLR?
Post by: Toichus Maximus on November 17, 2008, 10:59:23 AM
I was just wondering this myself. I'd be willing to give it a shot if I had any clue what to do. I need to make the sandstone texture to be the base texture.
Title: Re: Base textures for GLR?
Post by: tankmank on November 18, 2008, 10:35:04 AM
i've just been searching on how to do this as the textures won't fit into my very LE city but i'm not sure how to change the texture i've tried to see if i can in LE but can't
Title: Re: Base textures for GLR?
Post by: Toichus Maximus on November 18, 2008, 10:48:59 AM
We'd certainly have to use the reader and not the LE. I imagine we'd need to do new base textures as well. Unfortunately, I have no idea how to make textures, and only a rudimentary understanding of the reader. I could probably figure it out with a little guidance as to what exactly would need changing. But there would be a lot of new textures to make.
Title: Re: Base textures for GLR?
Post by: TheTeaCat on November 18, 2008, 11:52:59 AM
Quote from: Andreas on November 03, 2008, 06:20:01 PM
Well, of course other texture sets could be created - but someone has to make them. ;)

Taking a guess here. Something like what was done for the SAM?
Is this something that can be done easily or does it require a certain level of skill?

Personally I'd love a different texture for the GLR  :D

:satisfied:
TTC
Title: Re: Base textures for GLR?
Post by: Diggis on November 19, 2008, 12:11:05 AM
Yes, you are correct TTC, it is exactly the same as the SAM.  What you need to do is open the GLR file in the reader and make a note of the IID of each texture.  Then you need to extract them all and covert them to PNG, open them in Photoshop or similar, and then edit them to your hearts content. 

Then you can convert them back to FSH files using the SC4Tool giving them the same IID as the original and let the users choose which type they want.

To extend it further and make it like the SAM where you can choose the texture using a puzzle piece will require someone from the NAM team to write some more RULs for it and assign a texture range to use.
Title: Re: Base textures for GLR?
Post by: Toichus Maximus on November 19, 2008, 07:02:45 AM
That doesn't sound TOO frightening...
Title: Re: Base textures for GLR?
Post by: wes.janson on November 19, 2008, 07:05:07 AM
Would it be the same to change the base texture on the puzzle pieces? Though you would probably have to do them individually wouldn't you?
Title: Re: Base textures for GLR?
Post by: Toichus Maximus on November 19, 2008, 07:24:59 AM
How does one go about extracting these textures, and does anyone know which NAM DAT files they are in? I found 2 textures that looked right in NAM3, but I didn't see the others...
Title: Re: Base textures for GLR?
Post by: Diggis on November 19, 2008, 07:37:35 AM
Quote from: wes.janson on November 19, 2008, 07:05:07 AM
Would it be the same to change the base texture on the puzzle pieces? Though you would probably have to do them individually wouldn't you?

Not up to play on the GLR pieces, but quite possibly. 

Quote from: Toichus Maximus on November 19, 2008, 07:24:59 AM
How does one go about extracting these textures, and does anyone know which NAM DAT files they are in? I found 2 textures that looked right in NAM3, but I didn't see the others...

I think there is a GLR DAT that they should be in...
Title: Re: Base textures for GLR?
Post by: Toichus Maximus on November 19, 2008, 07:50:49 AM
Ok, I found that file. Found Jplumbey's tutorial. This will be helpful.

I noticed a few discrepancies from the tutorial--there are two close up zooms for most of the GLR pieces. Do I need both of them or just one? Also, one or two of the files are what looks like compressed puzzle pieces:

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi144.photobucket.com%2Falbums%2Fr190%2Ftrebuchet77%2Flives.jpg&hash=4e08dd23fc93e3c629f417bf7657474c9502d0bd)

Is there a process for that?

Next question--where can I get the FSHman program or another program that converts fsh to png?

ANY help is appreciated. I imagine this will take me a good long while...
Title: Re: Base textures for GLR?
Post by: Andreas on November 19, 2008, 09:15:59 AM
FiSHMan can be found at Simtropolis' "Modds & Downloads" section. Use the textures that have a "4" as the last digit of the ID as a template, those are the zoom 5 textures. The smaller ones will be generated automatically when you compile your new textures (however, you have to use the ID with the "0" at the end in the texture generator).
Title: Re: Base textures for GLR?
Post by: Toichus Maximus on November 19, 2008, 12:46:21 PM
ok. This is going to take a looooooong time as it is end of the semester and I have 217 files on my plate. Still need to get fishman working, too. It keeps giving me an error message whenever I try to download. I have the windows NET thing, so I have no idea what it is...
Title: Re: Base textures for GLR?
Post by: Toichus Maximus on November 20, 2008, 07:03:18 AM
Yeah, I can't get FiSHman or any freeware on the web to open the files. Does anyone know why this might be?
Title: Re: Base textures for GLR?
Post by: Andreas on November 20, 2008, 07:06:23 AM
What exactly is your problem at the moment? First you said you cannot download FiSHMan, and now you cannot open the files? Does that mean that you have FiSHMan installed now or not? When extracting the FSH files with the Reader, make sure to export them with "Save decoded files".
Title: Re: Base textures for GLR?
Post by: Diggis on November 20, 2008, 07:07:32 AM
What flavour windows are you running?
Title: Re: Base textures for GLR?
Post by: superhands on November 20, 2008, 07:40:20 AM
QuoteI noticed a few discrepancies from the tutorial--there are two close up zooms for most of the GLR pieces. Do I need both of them or just one? Also, one or two of the files are what looks like compressed puzzle pieces:

i believe the 2 textures your looking at would be the the 'native' (untouched)  and 'darkend' (when applied to s3d models, textures are brighter. darkening it compensates for this). the compressed puzzle piece texture is for the preview model. it would stretch out to 3 tiles with road stubs on each side. you can retexture it if needed.
whatever you do, dont 'print screen' in reader then paste in paint to get the texture. it's displayed 1pixle out.
most of the pp model intersections involving glr should have the same glr texture id's, so that may help shed some of the work load,if thinking you have to individualy replace every one.
also you could have it as a texture overide like the rhw or arkenbergjoe's rail viaducts.

dave
Title: Re: Base textures for GLR?
Post by: Toichus Maximus on November 20, 2008, 09:10:37 AM
I'm running vista ultimate. i tried running it in compatability mode, but no change.
I have FiSHman installed, along with a few other programs that purport to work. When I try to open a file in fishman, it says "invalid parameter usage." The other program i'm trying to use, irfanview says "decode error, BMP1 has an unsupported type (97)

Any clues?
Title: Re: Base textures for GLR?
Post by: Diggis on November 20, 2008, 09:16:13 AM
Nope, but have PM'd you re converting the FSH files.  :thumbsup:
Title: Re: Base textures for GLR?
Post by: Gaston on November 21, 2008, 08:57:54 PM
Guess I wasn't the only one interested in this idea.   :D     


---Gaston
Title: Re: Base textures for GLR?
Post by: Toichus Maximus on November 25, 2008, 10:11:12 AM
Hey guys, just wanted to do a quick report. Things are going nicely thanks to diggis, despite the best attempts of yahoo mail to interfere. I'm about halfway done with retexturing the png. I don't expect to get much of anything done this weekend, though.

I do have one question. One or two of the pngs have a darker-textured GLR crossing a normal GLR. I don't recall ever seeing it in game. If I retexture this, should I try and mimic the slightly different rail? Does anyone know where this texture applies? Check out the attached below and let me know.

Cheers,
Matt
Title: Re: Base textures for GLR?
Post by: deathtopumpkins on November 25, 2008, 12:16:57 PM
If I'm not mistaken it looks like that's the GLR/Rail crossing... I believe it has that weird texture for the rail.
Title: Re: Base textures for GLR?
Post by: Toichus Maximus on November 26, 2008, 09:17:23 AM
that WOULD make sense, as I haven't seen any rail. I'm just going to leave the rail with the weird texture, I think. Let me see how it turns out.
Title: Re: Base textures for GLR?
Post by: Diggis on November 27, 2008, 02:01:17 AM
Check the texture in game agains the rail crossing one.  if it's the same, make it nicer  ;)
Title: Re: Base textures for GLR?
Post by: Toichus Maximus on November 27, 2008, 04:35:57 PM
All right. I'll see what I can do, though I'm not too confident in making something entirely from scratch.
Title: Re: Base textures for GLR?
Post by: Diggis on November 28, 2008, 02:41:29 AM
Quote from: Toichus Maximus on November 27, 2008, 04:35:57 PM
All right. I'll see what I can do, though I'm not too confident in making something entirely from scratch.

then don't  ;)  Use the standard rail texture, and mix it with the standard GLR texture.
Title: Re: Base textures for GLR?
Post by: Toichus Maximus on November 28, 2008, 12:37:34 PM
yes, but then I'd need to bother you to convert the FSH again...
Title: Re: Base textures for GLR?
Post by: Diggis on November 28, 2008, 04:54:30 PM
Quote from: Toichus Maximus on November 28, 2008, 12:37:34 PM
yes, but then I'd need to bother you to convert the FSH again...

thats no problem at all, just send it through.
Title: Re: Base textures for GLR?
Post by: Toichus Maximus on November 29, 2008, 04:56:21 PM
ok, i'll look for them when I get the chance. Been rather busy with family this weekend, although that was expected for those celebrating thanksgiving.
Title: Re: Base textures for GLR?
Post by: Toichus Maximus on December 01, 2008, 11:47:20 AM
Good news-- as of 2 minutes ago, all the pngs that are not rail-glr crossings now have the sandstone texture. Once I find rail textures for the remaining 9 or so pngs, I'll do those too. Won't take much longer till I'm ready for the next step and try actually putting them in game.
Title: Re: Base textures for GLR?
Post by: Toichus Maximus on December 02, 2008, 11:41:50 AM
Also, I should talk to someone on the NAM team about writing a puzzle-piece based texture override like the SAM, yes? Anyone in particular I should ask?
Title: Re: Base textures for GLR?
Post by: Gaston on December 02, 2008, 07:10:48 PM
I'm not sure who you need to talk to but I just wanna say ya'll are incredible.    This was just a passing idea a few weeks ago and now it looks like it might come to fruition.   I am truely impressed and amazed.   If you need me to do something let me know.    ;D


---Gaston
Title: Re: Base textures for GLR?
Post by: Chrisim on December 03, 2008, 11:12:00 AM
Quote from: Toichus Maximus on December 02, 2008, 11:41:50 AM
Also, I should talk to someone on the NAM team about writing a puzzle-piece based texture override like the SAM, yes? Anyone in particular I should ask?
You were already in contact with Diggis, a NAM Team member. Or you can PM me.
Title: Re: Base textures for GLR?
Post by: woodb3kmaster on December 03, 2008, 09:14:05 PM
This looks like an excellent program. I, for one, would love to see the original GLR textures included in any future mod. Just throwing that out there...
Title: Re: Base textures for GLR?
Post by: Toichus Maximus on December 04, 2008, 06:19:33 AM
One step at a time. Let me finish this one before I embark on this again ^^
Title: Re: Base textures for GLR?
Post by: TheChosenOne on December 31, 2008, 05:38:13 AM
Is this project dead or something? Any updates?
Title: Re: Base textures for GLR?
Post by: Toichus Maximus on January 01, 2009, 05:44:54 PM
I'm waiting to hear back from the NAM team. As I understand it, they're rather busy with so much stuff on the table right now. This is pretty back burner.
Title: Re: Base textures for GLR?
Post by: aaaling on May 15, 2009, 04:27:27 PM
Quote from: Gaston on November 03, 2008, 03:01:38 PM
Okay, maybe this has been done and I haven't seen it yet.      ()what()

Perhaps someone could make a way to change the textures for ALL the GLR pieces.    Similar to the way the BSC parks can have a different texture selected for the sidewalks.   After you load that texture ALL the BSC parks then change to the chosen sidewalk.   

&idea

Can something like that be done with GLR?   I was thinking either the same BSC texture or even better pedestrian plaza textures.    I know alot of older trams here in the US that I have seen have had a base of cobblestonse, brick, or brick herringbone. (Not working currently, just old photos)   The problem right now is not being able to use all the GLR pieces unless you like the default "concrete" texture.   Red brick paved throughout a city would look great, wouldn't it?    Or even all the GLR and BSC parks matching?   :o

Well thanks for reading this.   It was just something I was hoping might be able to happen.


---Gaston

The origonal textures for GLR are here: http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=854 (http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=854)

Please do not revive dead threads.  This one had been dormant for 5 1/2 months. -Tarkus/Admin