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WeBuiltThisCityOnSimCity

Is there a way to edit the image of a landmark?

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Well, I had the same thing with a building, of which the model file was included in Sim Mars (Beta 2). It was a reward lot, and it was a high rise building that is called the Prepo Inn. It had this ugly "underground park" next to it, which didn't allign with any road, yet it came along with the building (as it came from the same model).

So, one story short, I have the same thing as you, randomuser2349.

To answer your question as far I know, the model file is, in what I see when I open such file with Ilive's Reader, a collection of so called ".fsh files". I know, it doesn't answer your question, but if someone could explain how (if even possible) to change such file, he could help you (and me, for that matter) with changing the appearance of the building.

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I believe that if you use something like FiSHMan, you can export a bitmap from a FSH file. If you do that, you could use an image editor such as Photoshop, GIMP, or even MSPaint to edit the image, and then load the edited image back into the FSH file, and then into Reader.

Reader can also export a PNG from a FSH. I'm not sure if the alpha channel is exported or not. If it is, you'll need to use an image editor that supports alpha channels.

You'll have to do this for every zoom and angle for the building. If there is nightlighting, you'll have to edit the night textures, too; and if the day textures have a separate alpha channel (like if you exported the image from FiSHMan), you'll have to edit that, too. It'll probably get tedious after a while, so be prepared.

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Yeah, I did this for my most recent file. It wouldn't render in one go, no matter what I did to it. So I split it up into five bits with the same LODs and rendered them all, then used GIMP to merge them back together. That took a lot of time.

Alpha channels get replaced when you import a fsh file, or at least it did on mine, so you don't have to worry about creating new ones. This also means that the nightlighting will get cut out because of the alpha channels, so if all goes right you shouldn't have to touch them.

It takes a long time, but it can be done.

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  • Original Poster
  • I believe that if you use something like FiSHMan, you can export a bitmap from a FSH file. If you do that, you could use an image editor such as Photoshop, GIMP, or even MSPaint to edit the image, and then load the edited image back into the FSH file, and then into Reader.

    Reader can also export a PNG from a FSH. I'm not sure if the alpha channel is exported or not. If it is, you'll need to use an image editor that supports alpha channels.

    You'll have to do this for every zoom and angle for the building. If there is nightlighting, you'll have to edit the night textures, too; and if the day textures have a separate alpha channel (like if you exported the image from FiSHMan), you'll have to edit that, too. It'll probably get tedious after a while, so be prepared.

    Is there anything you can do if you can't find a fish file?

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