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GoFSH - FSH Texture Editor  3.7.8

   (25 Reviews)

2 Screenshots

About This File

This tool is a useful aide in the texture creation process for SimCity.

GoFSH, which has been written in VB.NET (referencing original FSHTool sources), knows how to make and split (into color and alpha bitmaps) all common FSH files (including animation sets) and make DXT1 and DXT3 FSH files from .bmp, .gif, .jpg, .tiff or .png files. The process is extremely simple, requires only a few clicks and allows you much more time to concentrate on better textures.

Additionally FSH file-sets of different scales can be created. GoFSH is built to make batch processing easy and is designed to work closely with iLive Reader. All FSH files in SimCity have been read, modified and manipulated using GOFSH as part of testing, then reloaded successfully into SimCity - so I'm quite sure it works.

Included at installation is a quick reference and worked examples (as a .pdf) of how to use GoFSH to produce custom textures.

Installation Notes:
Doubleclick the .msi file and follow the prompts to install. The GoFSH installation results in 3 files - GoFSH.exe, rvtvbFSHLib.dll and rvtvbGDIP.dll, all of which are installed automatically. It can be installed anywhere. A GOFSH folder is created in the user Profile.

It is written for Windows to use .NET v2.0 and the installer will go and get this if it is not on your computer. It is know to run well on XP, Vista, Windows 7, 8, 8.1 and 10  (32 and 64bit).

Even though is now version 2.96 and the program has been very extensively tested , there could still be oddities - please read the manual and interact on my Forum Support thread. However I do not accept responsibility for your safe computing practices. Back up everything you do - even before you realise that it is valuable to you - as once lost is lost.

rivit 1 May 2013

This version has really changed a lot since v2.2 in 2013. For this I would like to thank RSC04 for the year or so of program development, testing and ideas we shared in coming to this version of the program.

rivit 2 May 2016


What's New 3.7.8   View Changelog


Released

 

Changes Since v3.6.1
•    3.72 The major change in this release is the reconfiguration of the forms in the application so that the whole will fit on a screen of 1024x600. All panels are 720x600px and Tool windows will open 270px from the left of the main form – so total width is 990px.
•    In general, the GUI is identical to before. Lack of available space has necessitated the moving of the Image information onto the display of them. When using textures 256x256 or larger this will impinge on the displayed image but can be toggled off with the small “i” button near the bottom of the display.
•    A few bugs were found and fixed – mostly related to clicking on things before one should then leading to an exception. 
•    The “finished” Message Box should now always appear topmost on the display thus stopping the annoyance of having to find it. 
•    The texture display in FSH<>DAT has been finessed – small textures are no longer blown up to size – this makes for a clearer image.
•    The Texture category list has been updated – GOFSH can still mis-categorise textures though.
•    The Installer tool I use no longer will package for XP or earlier. If you need this (it will work on XP) it will need to be installed by hand.
•    3.74 Introduces the optional ability to suppress the display while running scripts. This makes a given script run about 3x quicker at the cost of not being able to see what it is doing. Best used for definitive or final production runs, this is of most use for exceptionally large sets containing several thousand textures.
•    A new tool, Filleter, has been introduced that enables taking a folder full of fsh files, or a .dat file of fsh, of all sizes and deducing the C0/D0 pairs along with a build script for the job to remake them. This saves a huge amount of time when producing reference texture sets from .dat files. FSH that have solid alphas will require further manual work to be able to generate wealth sets or edit the colour textures. In all it produces an excellent basis for mod development.
•    Various tables updated. New Generate Options W0Fn enable generating an x04 texture from a D0, that looks like it was made with wealth n, but has a white background. This is a near equivalent of using EDIT on an existing texture but enables generation from scratch in many cases. 
•    If no generate option is given, but a D0 exists, the green component will be used as an alpha as if A0 was there. This also works from the GUI.
•    3.76 A very comprehensive revision of code (for speed) optimisations have been carried out, and error checking improved. Runtimes with display of previews has improved by about 10%, runtimes without previews are now about 9 times quicker e.g.  my TSR mod, 18min with previews, 2m without.
•    The resizing algorithm has changed as the old one was demonstrated to be flawed – this will lead to sharper zoom3 and zoom2 textures so rerunning old generations is recommended. As a nice side effect this algorithm is also much faster.
•    DIRid and BMPId can now be changed for specific uses – G264, NONE by default – see SC4 WIKI for DIRId groups.
•    3.7.8 A DebugMode option is now available to easily number every texture in a script without modifying the script.
•    Various bugs fixed and Manual updated to reflect the above changes.
 

rivit  Nov 2021




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rsc204

   5 of 5 members found this review helpful 5 / 5 members

Obviously being a part of the development I'm a little biased. But, if you are in any way serious about texture work for SimCity 4, then this is simply the must have tool. A proper "Swiss-army knife" of tools, packaged together. At the risk of turning this into an advert, that includes:

  • FSH x DAT
    Extract FSH files from DAT files and Re-package them into DATs. There is no simpler way to get to SC4 textures, with handy thumbnails to find individual textures in large files.
  • BMP x PNG
    Bulk (Batch) convert BMP to PNG formats or vice versa.
  • Adjust Colour
    Batch colour-correct SC4 Textures to/from puzzle/lot textures. No more mucking around in image editors to find the correct offsets, it's all handled for you with a couple of clicks.
  • Slice and Dice
    Take a large image, slice it into 128x128 game textures and auto-ID them. Supremely useful.
  • Scripting
    Here's where the real magic happens. You can batch process a handful or a couple thousand textures all at once. Applying colour adjustment and new grass / sidewalks with just a few clicks. Look out for some repositories for the main NAM textures from me in the near future.

Simply put, with one application, the only time you should need to spend on textures, can now be condensed to the actual work on them in an image editor. GoFSH takes care of everything else for you. A total game-changer :). Thanks so much to you Rivit, for being so open to feedback and all your work on this fabulous tool.

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Talla 2XLC

  

I am not a Developer, but this neat Tool is perfect for making your custom Sidwalks!

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BadSim

  

That incredible tool has already saved hours of works for me ... and open new horizons :  INDISPENSABLE !

Thank you so much .

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