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A script has got confused on a missing or incorrectly sized C0/D0 pair according to the output. Its a little hard to read (the script window won't resize horizontally) and doesn't seem to list the affected file.

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    It will also be in the log and will be the last entry encountered - another way is to look in the temp folder that holds the generated textures before theyre turned intofsh. The one after the last one there is probably the dodgy one. 

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    Hi rivit,

    I've been having great difficulty using the adjust colour and BMP x PNG tools in the latest GoFSH.  With adjust colour, the dialog gives no indication that anything has gone wrong, yet it saves no files:

    image.png.2d38066083c1e2ee475dbcc5b05e1647.png

     

    I tried converting these BMPs to PNG to see if it would make a difference, but it tells me these files are no good!

    image.png.d90434915a64270da9d4ff55b1d1cf09.png

     

    Surely I've done something stupid but I can't figure it out for the life of me.

    Edit:  Here's the files  ColorCorrect.7z

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    Thanks for finding this Flann - no really - this was a very longstanding bug (its been there for at least 4 years) and had nothing to do with the latest surgery. The problem is that the file extension (in both cases) was .BMP not .bmp. I didn't check correctly for uppercase extensions, and obviously had never tested for that either. And as you've demonstrated these were the only places I didn't check correctly...   so easy to fix.

    Both should work in the current version with lowercase extension, but theres a new version on the archive timestamped 5pm 6/7/21  i.e. from your future. It also has some other fixes since yesterday. 

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    Dear @rivit, I have tested the Encodinf setting - GREY256 with 20 Brush's textures, They all worked perfect there, It also included one pixel texture, since that EA tools has problem with that, but GoFSH is perfect. Thanks again for the efforts you put into it!!*:thumb:

    Sincerely,

    -- Raymond

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    Thanks Ray - thats good to hear.

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    Hello @rivit

    I seem to be experiencing some issues with the C0/D0 pairs applying the wrong base texture to the Green and Cyan D0s as shown below.

    I am currently using the latest beta build of GoFSH for the texturing and am wondering if the textures are a bug on my  files or within the program itself?

    Any information or direction will be helpful.

    -eggman121

    Texture applied flip.jpg

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    Well Eggman I have to say thats novel - so the ballast and sleepers have flipped for just these? 

    Could you send me up the textures and I'll see if its me or you. If all of these were made at the same time its probably you, but if not its probably me.

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    Thanks for the prompt response @rivit

    I have attached the erroneous files so you can have a look.

    Just unzip them into the 5D56 DTR FARR folder in the reskin. Be sure the back up the former first.

    I am keen to see your findings. Thanks again.

    -eggman121

    5D56 DTR FARR.zip

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    Stephen, pretty sure its me - the 3.7.3 version works correctly, and oddly enough the first three are done correctly and then after that not. I'll need to debug a bit so wont have a fix until tomorrow.  sorry

    @Eggman121

    Ok Stephen, I've found the problem. I outsmarted myself when optimising the routine that does the varying of the Ballast and Grass to copy the look of the RRW ballast/Sleepers. This had the effect of not reading every pixel to find the average colour - leading to .. weirdness.

    New version 3.7.7 is therefore now on my archive. Thanks for highlighting it.

    BTW. dont forget to copy the PREF.bmp from another folder in the reskin to make sure all ballast it treated as the same color regardless of how much is on the tile.   

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    17 hours ago, rivit said:

    Stephen, pretty sure its me - the 3.7.3 version works correctly, and oddly enough the first three are done correctly and then after that not. I'll need to debug a bit so wont have a fix until tomorrow.  sorry

    @Eggman121

    Ok Stephen, I've found the problem. I outsmarted myself when optimising the routine that does the varying of the Ballast and Grass to copy the look of the RRW ballast/Sleepers. This had the effect of not reading every pixel to find the average colour - leading to .. weirdness.

    New version 3.7.7 is therefore now on my archive. Thanks for highlighting it.

    BTW. dont forget to copy the PREF.bmp from another folder in the reskin to make sure all ballast it treated as the same color regardless of how much is on the tile.   

    Thanks Ron. You are just amazing.

    -eggman121 (Stephen)

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    Hey there @rivit,

    I have a special request for the Bender program.  Would it be possible to allow rotating and/or mirroring an input texture?  RHW in particular has a lot of asymmetrical textures and I spend a lot of time making redundant rotated copies of the texture so that I can bend them how I need them.  If we could just specify a rotation/mirror pair e.g. ( 0, 0 ) , ( 3, 1 ) etc, that would be perfect.  Thanks for all you do!

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    @Flann that sounds like something useful - I can see how to do that so you can just paste the texture like now, and then flip and/or rotate by 90s before you bend it by using a couple of buttons under the input window. How does that sound?

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    @rivit wow, that was quick.  Just tried it out, seems to work like charm.  Thank you!

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    9 hours ago, rivit said:

    On behalf of Eggman121, MGB204, and myself I am pleased to notify you of the release of the latest version of the RRW Reskin project. This is designated v2.42 the 42 meaning its up-to-date with NAM42. It can be used for any version of RRW from NAM32 onwards.

    After the earlier release you helped us realise that we hadn't quite done enough QA and so we have spent the last month or so fixing up the sources to get rid of the obvious problems you told us about. We also found a number of other things when we got back down into the source files. Having said that there are going to be some things we haven't fixed or won't because its too fiddly, too obscure, or we just didnt see it. Its pretty serviceable though.

    The upshot, however, is a cleaner set of tiles, and we have also made an optional set of rail crossings to counter the "Guard Rail Problem" which was particularly obvious when using light colored rails or when there was a big contrast between sleepers and rails. You can just not use these if the guard rails are important to you - we have not removed all the guard rails - the original RRW has them. We've just hit the ones that get used the most or were most glaringly obvious. If you're really keen you can edit them out yourself - all the sources are here.

    I've put this RRW Reskin Kit up onto my OneDrive archive, along with a premade Maxis Lookalike set - MAXIS rails with Maxis Grass/Paving. You should use the existing RUM Maxis Lookalike to match. Below I've highlighted the rail related archives. You will note there isnt a matching RUM sources archive as yet - I'm making some changes to it but it wont be far off. MGB will likely put up his RRW version on his own Archive shortly.

    Here is the current Directory Listing - Rail files are highlighted - Obsolete archives have been removed.

     Onedrive-211031.png.738872419f9f57e5f805f8bf0188239c.png

    I hope we passed the audition..

    Awesome work guys! I love it! Thank you so much!
    :) Tiny question will there be an official LEX/STEX release of it eventually, @Eggman121, @rsc204, @rivit?
    Ron, I assume the original (brown coloured) RRW 3rd party LOT support hasn't changed yet. Does it require any update? If it doesn't and that is the final version of it, could it get a LEX and or STEX release which can be referenced as dependency? Maybe as a NAM-RRW extension release OR an expanded updated version of the @Eggman121 's RealRailway (RRW) NCD BSC Texture pack Update? This would do the job anyway since the 3rd party LOT support covers everything in this linked upload. 

    Thanks anyway! 

    - Tyberius

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    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
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    On the crossings issue .. for those of us that use Shiny Rail (and yes shiny rail is realistic...)

    image.png.29d8d7ef76cc0e8f943cbafe65c138c0.png

     

    Is it possible to process alphas where the guard rails remain rrw-rusty .. while the main rails get changed to shiny or something else ?

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    11 hours ago, rivit said:

    The upshot, however, is a cleaner set of tiles, and we have also made an optional set of rail crossings to counter the "Guard Rail Problem" which was particularly obvious when using light colored rails or when there was a big contrast between sleepers and rails

    This is sweet! *:thumb:

    I just updated to your 202110 RRW Reskin - MAXIS Lookalike v2.42 and it's wonderful. *:)

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    8 hours ago, Tyberius06 said:

    on, I assume the original (brown coloured) RRW 3rd party LOT support hasn't changed yet. Does it require any update? If it doesn't and that is the final version of it, could it get a LEX and or STEX release which can be referenced as dependency?

    All very good questions. It hasn't changed and and it also hasn't got the infamous extra NCD textures you found - but noone else has asked for them and they will be a lot of work,  so that's why it hasnt been touched. It probably should replace the Eggman BSC NCD pack as it includes those and has WMP,  Simmer2 and others.  Another option is to make it part of RUM thus limiting the number of downloads to get for complete RRW texture support. I'll bounce it around with the others.

    7 hours ago, redfox85 said:

    Is it possible to process alphas where the guard rails remain rrw-rusty .. while the main rails get changed to shiny or something else ?

    An interesting thought. It could work, in principle, by making the guard rails white in the D0 alphas so that they are left as is from the original RRW tile. If there are any alignment issues it would look screwy. Also every one would need to be touched again - a fair bit of work.  But the experiment is worth trying out - I'd select the originals of the tiles in A9_NoGuards to try it with as they were the obvious candidates in the original.

    I think the contrast between shiny/rusty will be hard to control due to the FSH compresssion which will not cope well with too many colors closely adjacent. It's also arguable that certain color combos will look odd. This is partly why the guards the same colour (if bright) get smeared.  

     

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    1 hour ago, rivit said:

    it also hasn't got the infamous extra NCD textures you found - but noone else has asked for them and they will be a lot of work

    Well as far as I know, nothing is using those NCD textures, of course it's possible that there are a few lots floating in the deep areas of the STEX which were using those textures, but seems to me highly unlikely. On LEX there is no custom content which is using these extra NCD textures for sure. If that original one doesn't have it, then the new (v2.42) KIT doesn't have it either, so it doesn't matter. If/When eventually they get covered, the sets can be updated accordingly, I guess. The last time I spoke about them with Stephen, we agreed that those definitely has less priority. If Eggman's upload would get an update with the current original colour RRW 3rd Party Lot support from your drive, we can actually do that during the Project ZIP processes. I'm asking about this, because I have a few lots on the shelves which are using those 3rd party overrides (specially for the WMP textures). 

    Anyhow, thanks guys the work on these! :) 

    - Tyberius

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    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

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    @Tyberius06 

     After your questions I realised that I had actually repaired some NCD and BSC Lot textures along the way to the new Reskin. It also reminded me to retrieve a script we had a few versions ago (which was no longer in the Reskin archive) to regenerate these directly from the edited sources.

    So I've put this up on the OneDrive archive - look for    202111 RRW 3rd Party Lot Support v2.42.zip   (catchy title that ;-)). It will get onto STEX before long I hope. 

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    @Eggman121, @rivit, @rsc204
    It seems that the HRW-RRW transition didn't make it into the reskin pack. Just thought I let you know about it.

    HRW-RRW reskin transition.jpg

    - Tyberius

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    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    thanks Tibi - I thought we had got those as I remember a deliberate fix for it - however will chase it down. Thanks

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    OK fixed that - that particular transition is in the HRW files so missed the cut by oversight. Will become a problem later when we make an HRW reskin as it then require two independent substitutions...

    The 202110 Maxis Lookalike.zip   - and -

    the 202110 Reskin Kit.zip , which also has a few other fixes, have been updated and replaced as of 6 Nov 2021. Same version 2.42.

     

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    52 minutes ago, rivit said:

    Will become a problem later when we make an HRW reskin

    Thanks, Ron, that's awesome.

    One tiny note:
    We already have HRW Reskin since March 2021 by @Eggman121, though it is up to date till NAM 39 (which had the last expansion for HRW), and as far as I know the next will be either in NAM 43 or in NAM 44 (depending on Stephens plans and time) when it receive new update. 

    This gonna be so fun with all these reskin options! :)

    Thanks for all of your works, guys! 

    - Tyberius

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    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    3 hours ago, Tyberius06 said:

    Thanks, Ron, that's awesome.

    One tiny note:
    We already have HRW Reskin since March 2021 by @Eggman121, though it is up to date till NAM 39 (which had the last expansion for HRW), and as far as I know the next will be either in NAM 43 or in NAM 44 (depending on Stephens plans and time) when it receive new update. 

    This gonna be so fun with all these reskin options! :)

    Thanks for all of your works, guys! 

    - Tyberius

    Indeed the HRW reskin update will be available upon the Release on NAM 43 since By virtue the new Textures will for the HRW will be based on the Reskin.

    -eggman121 (NAM Team Member)

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