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Skimbo

Texture Modding-Quickstart

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Texture modding - Quickstart. Useing Okeanos's tools is not the quickest but a very save way of recoloring with small error potential only.

Replaceing a texture useing:

Okeanos's Unpacker

Okeanos's Repacker

HxD Hex editor

Paint.net

Before starting the whole installation must be unpacked.

I reccomend you to copy the files you want to modify to a folder outside the installation unpack, call it "CXL worktable" or however you want.

It's useful to create a subfolder for the SGBIN you want to modify like the orignal one at the unpacked installation. In our case: data/gfx/vehicle. This prevents some errors later on.

At first open Okeanos's unpacker, choose the SGBIN you want to modify and unpack it to another new folder.

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The dif_i1_dxt1 file is the texture file.

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85244154.jpg

Open it up with a Hex editor

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The numbers and letters marked blue are the header of the file, I think it tells the game that this is a DDS file in DXT1 but it might have another function too. It's important for you to remember the header!

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In order to make a DDS file out of it (that can be opened by a programm like Paint.net) we need to delete the header.

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Now scroll down to the bottom of the file, the EDED at the end needs to be removed as well.

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Now we are going to save the file, you must use the function Save as(Speichern Unter at my german version)

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Add a .DDS to the filename:

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VVV

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Okay, here we go, our unpacked DDS file marked blue.

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Now open and recolor it as you like

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VVV

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Now something very important when saveing the file: You Must choose DXT1 as file format and you MUST generate a mip map(Simply choose this option)

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Open the file with the Hex edit again.

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Insert the header, note: DO NOT OVERWRITE BYTES insert new ones.

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Now scroll down to the bottom again and add ED ED at the end.

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Now save the file again. Use Save as! and delete the .DDS at the end of the filename!

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Now our File should look like the one marked blue:

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The finished CXL DDS.

Now we're going to use the CXL packager to repack it again..

Start Okeanus's Packager ad open up the original SGBIN file.

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Than select the original texture file and replace it with your new one.

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Save the package, just hit the save button do not use the Save as function.

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Now close the Packager and restart it. We need to make a .Patch file for CXL2011.

Press the "new entry" button

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Choose the modified SGBIN file, Take a look at the path at "full name" it must be correct otherwise the File won't work.

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Now use the "Save As" function.

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Enter the name you like and add a .patch at the end.

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The small mod is ready for testing!

And if you made everything correct...

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...the vehicle will appear in your recolored version.

Have fun!

[pinned - until the omnibus is ready to collect new tutorials with images - GlobexCo]


I love Dragons!

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  • Original Poster
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    The tutorial shows the editing of the nmap file(Bump map; Bump map) at the example of a train, illumination maps of other vehicles, houses or other things can be edited in the same way.

    I'm going to use the following two programms at my tutorial:

    HxD Hex editor

    Paint.net

    Let's startup at the folder that contains the unpacked SGBIN of the vehicle.

    The file marked blue is our Bump map.

    1

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    Open it up with the Hex.

    It's important to remember the header (marked blue), copy it into a .txt file or note it somewhere. When this is done, delete it.

    2

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    You have to delete the "EDED" at the end as well.

    3

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    Now use the "save as" function, don't forget to show your computer that this is a .DDS file now, so add a .dds to the filename.

    4

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    Now it should look like this. If it does, than open it up with Paint.net now.

    5

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    That's the Bump map as it looks like at CXL.

    6

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    Take a closer look to the colours used. It's important to use always the same colour for an area that should have the same light/shadow effects. I think the windows of my Wiesel Doubledecker train should give a good example.

    7

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    A lot of blue. Easy to loose your orientation on this map. So I give you a small hint, use the texture file to find all correct positions at the first time.

    Therefore you need to create a new level and put it below the nmap.

    8

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    Now simply copy the texture file into this second level. Now it's easy to find the places you want to edit. So startup and create your Bump map <img src=" title="Sourit" />

    9

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    If you've finished editing the nmap don't forget to remove the second level again before saveing, just delete it again.

    10

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    Save it.

    11

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    That's the point where more nmaps where treated wrong than anywhere elles. The nmap MUST be savet in DXT3 formate and Mip Maps MUST be generated.

    12

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    Now open up the file with the Hex again. Insert the Header(DON'T OVERWRITE BYTES, insert new ones.) and attatch "EDED" at the end.

    13

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    Use the Save as function, you MUST delete the .DDS at the end of the filename.

    14

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    Congratulations, if you've made everything correct the Nmap has been sucessfully edited.

    If you want to know how to pack the file again take a look at my first tutorial (Step 19 and following)

    Nice modding, everyone " src=" icon_e_biggrin.gif" />

    The ÖBB "Wiesel" doubledecker can be found in this pack


    I love Dragons!

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    I see you are using the Hex editor to change the file format. To make the process easier, could you use THIS PROGRAM? It's a pretty smart texture editor I use for Flight Sim games, but it's also a texture converter.  It could just as easily be used for this stuff.


    i_cant_dance_sig.gif

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    The MC file formate is a very strange one. Until now I did not find a programm that works everytime correct. (One exists but it's difficult to handle and works sometimes wrong)

    But please try it out, would be great if the programm works.


    I love Dragons!

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    Do you know the cities xl pak explorer ? it is a good program? Or works it sometimes wrong?

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    I know it, I don't like it. you can use it but it produces sometimes not working files (at least it did when I used it)

    So use it if you want to. And if something does not work take a hex.


    I love Dragons!

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    Nice Skimbo, I am from Indonesia and i was wondering if you can create something like this, or is this not possible?

    This is the busway/citybus but we call "TRANSJAKARTA" and you make many people happy whit this. thanks before

    TRANSJAKARTA

    061709p.jpg

    LOGO TRANSJAKARTA

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    It seems not that difficult ...em.... u can edit this way also textures of roads?

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    Yup, every texture can be edited like this (But I must warn you: Roads are a lot of work)


    I love Dragons!

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    Thanks... I was just thinking how to fix roundabouts in the game to have ur textures bcs ur amazing mods dont work for roundabouts...

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    Thanks... I was just thinking how to fix roundabouts in the game to have ur textures bcs ur amazing mods dont work for roundabouts...

    Does it not work for all 4 roundabouts or just not for 2?


    I love Dragons!

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    Hi Skimbo! For all of them unfortunatelly.... I posted pics to you in Multiple Road addon Topic here...

    Thanks... I was just thinking how to fix roundabouts in the game to have ur textures bcs ur amazing mods dont work for roundabouts...

    Does it not work for all 4 roundabouts or just not for 2?

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    This is a great tutorial, but I encountered personally a few problems. First, when I attempted to run Cities XL Unpacker, my security found it a threat and permanently deleted the file. I do not really like the idea of disabling my computer's security, even for a short period of time, but there must be some way to get around this.? Secondly, can this same method be applied to texturing the ground?

    Thank you,

    -Highrise99

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    Hi

    Sorry... I don't understand how to edit the bump maps. Which colors do I use for the bump map? Where would I place different colors? Can bump maps be generated from the textures? Sorry I don't understand your second tutorial. Could you please elaborate more on the part about the bump mapping?

    Another question: How does the game know where to place the textures on the 3D model? Let's say I want to change the headligts but where do I put them in the texture?

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    @Raynerlim36: Use the colors that are already used in the original Bump map to have the same effects on your recolored object. I would reccomend you to just put them via copy&Paste together.

    I can sadly only guess which file gives the game the info of the location, If you want to install headlines than put them onto the position where you think they could be and find it out via try and error or try and win ;)


    I love Dragons!

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    Hey Skimbo??

    Do you know why this problem may have happened?

    See how my texture is repeating and very messed up?

    I circled it in this pic...

    mta_train_front2.jpg

    And in this pic has a lot of problems, too....

    mta_train_side.jpg

    Any insight would be greatly appreciated! :)

    DC


    Everybody is a genius..

    Check out my latest creations to the STEX!

    "When the power of love overcomes the love of power, the world will know peace." - Jimi Hendrix

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    @DC: A hint to your side texture: You must keep the original layout of the train's side textures due some of them are used more often than once. If you keep it or change it only in minimal areas than everything is fine but you seem to have created a completeley new side texture layout.

    @Raynerlim: Study one of my addon buses, you will notice that I've brought it in as a completeley new vehicle useing the same model.


    I love Dragons!

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    @DC: A hint to your side texture: You must keep the original layout of the train's side textures due some of them are used more often than once. If you keep it or change it only in minimal areas than everything is fine but you seem to have created a completeley new side texture layout.

    Thanks a lot for answering! I kinda figured I had to keep it the same. :)


      Edited by DCMetro34  

    Everybody is a genius..

    Check out my latest creations to the STEX!

    "When the power of love overcomes the love of power, the world will know peace." - Jimi Hendrix

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