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

