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Author Topic: Pedmall textures  (Read 3037 times)

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Offline Frolius666

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Pedmall textures
« on: July 10, 2014, 12:36:13 PM »
Is there any way that the NAM Pedmall textures could be made available to the community?
There are a lot of nice addons available like connector pieces and additional pedestrian underpasses, but the textures used are mostly the Maxis textures that look like them, but just aren't the same... ouch... thorn in my eye...
Just one of those things that is nicer when you don't see it's there ;-)
Many thanks in advance...

Offline Indiana Joe

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Re: Pedmall textures
« Reply #1 on: July 10, 2014, 01:20:49 PM »
The textures can be found in Plugins\Network Addon Mod\NetworkAddonMod_PedMalls.dat

You need the Reader to extract them (there's a little button within the DAT window that "Exports FSH as PNG").  To use them on lots, take the saved PNGs, name them with a unique texture ID (0x00000004 is the format.  Last digit should always be a 4 or an e) and use the FSH batch tool to create a new DAT.  (Make sure to set the batch tool's GroupID.txt file to say 0x0986135e so that they will be saved as lot textures.  They are currently transit textures with the Group ID 1abe787d).  After saving the DAT file in your Plugins, the textures will be available in the Lot Editor.

If you want your own range of textures, ask for one in the BSC Texture Index thread.  That way you won't accidentally override any textures on existing custom content.

In the amount of time it took me to explain and link all this, I probably could have done it for you, but better to teach a man to fish FSH.  Happy lotting   :)

Offline vortext

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Re: Pedmall textures
« Reply #2 on: July 10, 2014, 03:54:22 PM »
Last digit should always be a 4 or an e

4, 9 or E  :)

time flies like a bird
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Offline Frolius666

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Re: Pedmall textures
« Reply #3 on: July 11, 2014, 12:45:46 PM »
Thanks a lot people... I'll give it a go, all tools are installed, did some reading... let's lot!!
If I manage to extract the textures into a dat file, should I make them available somewhere?

Offline Indiana Joe

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Re: Pedmall textures
« Reply #4 on: July 11, 2014, 02:51:39 PM »
Thanks a lot people... I'll give it a go, all tools are installed, did some reading... let's lot!!
If I manage to extract the textures into a dat file, should I make them available somewhere?

Not necessary, as anyone can extract them for themselves.  It's a quick job once you're familiar with it.  If you had a few hundred textures, then you could include the pedmalls and release a texture pack.  But it's not worth it for a few textures.

Offline Tropod

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Re: Pedmall textures
« Reply #5 on: July 11, 2014, 04:15:19 PM »

You need the Reader to extract them (there's a little button within the DAT window that "Exports FSH as PNG").


Maybe I'm needing glasses or I'm just getting old, but I don't recall ever seeing that function with that version? Care to point it out  :thumbsup:.


On side note; recent update of my SC4Reader has this similar functionality en masse (ie select files in main list & export as BMP Color/Alpha).
« Last Edit: July 11, 2014, 04:22:50 PM by Tropod »

Offline Frolius666

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Re: Pedmall textures
« Reply #6 on: July 12, 2014, 07:04:57 PM »
OK, it worked...
I managed to get the pedmall textures out and put them in a seperate dat file.
As a test I re-base-textured the pedmall connector lots.
The result is definitely better, but, even though the textures look the same, for some reason the lots show op slightly darker than the pedmall tiles do.
Is there some sort of transparent overlay texture on the pedmall tiles that could cause this?

Offline Indiana Joe

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Re: Pedmall textures
« Reply #7 on: July 13, 2014, 02:54:04 AM »
OK, it worked...
I managed to get the pedmall textures out and put them in a seperate dat file.
As a test I re-base-textured the pedmall connector lots.
The result is definitely better, but, even though the textures look the same, for some reason the lots show op slightly darker than the pedmall tiles do.
Is there some sort of transparent overlay texture on the pedmall tiles that could cause this?

There is a color difference between textures implemented as S3D models and non-models.  Pedmalls must use models; I didn't realize.

Every modder will tell you a slightly different method to correct this.  The closest I've gotten in GIMP (free to download,  one of the good PNG texture editors) is:

Colors --> Levels --> Gamma (set to 1.20)
Colors --> Contrast (+15)

And then going back from models to lots is 0.80 and -15, respectively.  (You would think the order should be reversed and contrast should be changed first, but it doesn't seem to work)