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TakemeThere

Trying to get rid of the ugly low wealth maxis grass

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Been messing around with textures trying to get a consistent look but one major thing that is getting in the way of that is the ugly yellow-brown low wealth maxis grass which automatically shows up whenever you plop a lot next to a dragged out RHW network;
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The TGN mod streamlines the look and gets rid of most of the grass inconsistencies except for this one it seems. I take it these textures weren't changed, or perhaps they're just not working for me? If these weren't changed I'm looking to do it myself. I'm guessing it should be possible to change them through sc4tool in the same way that the sidewalk textures can be customized and if so I just need the right IID number. On that note is there a list somewhere of all the ones used for the game?


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One thing to note before starting, those textures which don't have the grass, that's because they are surrounded by other textures. Therefore, it's impossible for zoning to reach the texture in the middle, there is little you can do about those. They will always show the 0 wealth texture.

You are correct that TGN does not cover the RHW networks. Whilst I had originally intended to try and cover them, there is a problem. The sheer number of RHW textures makes this a very big job. The only serious way to consider the task IMO, is with automation, namely GoFSH, which was pretty much purpose built for this task.

You'd need to extract all the textures and organise them into folders based on their wealthing types. The process of creating the definition alphas to replace the grass can in theory be automated mostly too. However, all told I think you are looking at organising around 14k textures for RHW. To put that into context, that's more than 3x the size of the original TGN mod. And that's just the US textures for one driving side.

Using SC4Tool would take forever, you'd have to manually edit the grass for each texture. There is no list of textures, sans extracting them and taking note of the texture IDs. For example, most RHW textures have 8 wealth textures. At least 7 of which would need to have the grass replaced. GoFSH would simply use the 0 wealth texture and a single definition alpha, to re-create all 8 textures in one go. Better still, once setup, you could run it again with different grasses without making everything from scratch once again.

You could probably get away with limiting it to MIS, RHW-2/3/4 only. That would reduce the overhead somewhat. But if you insist on lining the main RHW stretches with lots, this probably wouldn't look right.

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    Thanks for the feed back rsc. I can understand why you didn't go about changing those textures, that's a whole lot of work and it's no where near the simple fix I originally surmised it could be. Never liked those textures but I guess I can live with them, it's the jagged edged between the different textures that really irks me. For now I'm not familiar enough with the process(and I don't have enough free time) to try to undertake such a project. I'll just have to go back to what I was doing before, as all I need to do is just take out the FSH which overrides the low wealth textures in the HD terrain mod files.


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