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Matching game textures to puzzle pieces

Started by sithlrd98, July 18, 2009, 05:00:44 PM

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sithlrd98

Let me know what other lots  (tree,etc) and their texture Ids , and I can throw an override together for all of  the textures to match the mod!

Jayson

M4346

Thanks for the offer, but I'd rather do it myself and spare you the extra effort! :P I've done it for the sandstone texture and will do it for this one as well, if you can just give me the IID for the texture you added it would be great!
New Horizons Productions
Berethor ♦ beskhu3epnm ♦ blade2k5 ♦ dedgren ♦ dmscopio ♦ Ennedi
emilin ♦ Heblem ♦ jplumbley ♦ moganite ♦ M4346 ♦ papab2000
Shadow Assassin ♦ Tarkus ♦ wouanagaine

sithlrd98

Quote from: M4346 on July 19, 2009, 12:22:19 PM
Thanks for the offer, but I'd rather do it myself and spare you the extra effort! :P I've done it for the sandstone texture and will do it for this one as well, if you can just give me the IID for the texture you added it would be great!

Yeah,I did one for SAPs euro concrete...

Its from NOBs mod...not sure if its a Maxis one or not....0x25db0004

Jayson

M4346

New Horizons Productions
Berethor ♦ beskhu3epnm ♦ blade2k5 ♦ dedgren ♦ dmscopio ♦ Ennedi
emilin ♦ Heblem ♦ jplumbley ♦ moganite ♦ M4346 ♦ papab2000
Shadow Assassin ♦ Tarkus ♦ wouanagaine

sithlrd98

Well,even though at the end of the day , the original requester seems happy , I still very much would like to solve this! The odd thing is , that when
Vershner was messing with one of my beta files , he posted this:

Quote from: vershner on July 06, 2009, 12:57:30 PM
I downloaded, but forgot to try it yesterday...
I've tried it now and it seemed to work fine, so I set about modding the mod to fit the sidewalk texture I was using.

I used a simple texture override rather than actually replacing the textures in your dat, and interestingly, it matched the colours properly. I didn't have to darken the texture at all.



That may be a better way to do the default textures too. It's much simpler than trying to match up the saturation and brightness for hours!
So I posted this:

Quote from: sithlrd98 on July 06, 2009, 01:27:26 PM
vershner : that will work , but if you try to do the same with the roads , you'll notice a big difference , mainly because the road is texture based , whereas the curves,etc. are model based. The overall idea with this first set was  as close as possible to match both cosmetic and function as the normal Maxis roads.

Jayson

And his reply:
Quote from: vershner on July 06, 2009, 02:36:39 PM
No, that's what I mean. I already use that texture for the road sidewalks, and I used the same texture for the curve, with no adjusting for colour.
I did it as an override though, a new dat with one texture, ID f3d80089. For some reason this keeps the colour the same, so they match up perfectly.

Which is even stranger since I had to adjust that texture for my JRJ WRC mod.
So , why is it that some textures seem fine while others don't seem to be able to be matched?

Jayson

Tarkus

#25
I can confirm what Dave (superhands) said about the game actually darkening the non-model-based draggable textures, and rendering the ones applied to transit models as is.  I found that out recently myself as part of an experiment.  The exact difference I noticed on my new Hi-Def RW textures was -16 Red, -16 Green, -15 Blue.  It's likely similar on other textures--perhaps a bit less on really dark stuff.

I had generally been using -22 Brightness, -6 Hue in The GIMP to get the puzzle pieces to match the draggable textures, though I've started experimenting with natively doing the puzzle piece textures in darkened colors to begin with. 

-Alex

sithlrd98

Awesome...thanks Alex , now I have a better idea to try out!

Jayson

trapmaka

Awesome work Jayson!

Always thought someone would get around to doing this, but maybe I should have requested it myself  :P.

Uh question. Are you going to add textures to all the NAM puzzle peices?

sithlrd98

Already have,at least all of the WRC/FAR pieces. I'm making a read-me for the updated FAR pieces and hope to have them up on the Stex soon.

http://www.simtropolis.com/stex/index.cfm?p=files&view=all&userid=127460&keyword=sithlrd98

Jayson

superhands

it might also be possible to fiddle with the s3d (in hex editor) so that it flags the render/colour change.
another idea is that maybe one of the exemplars that controls the sunlight or atmosphere properties is responsible.

but this is just my speculation &Thk/( ;D
and i havn't found anything yet to suggest this..


-dave