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Tyberius06

Issue with Texture making

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Hi everybody!

Recently I've started making my first custom textures, and I ran into a little issue. So I need a little help/advice what the mistake is what I made.
My first few textures are appearing nicely and in the intended order in the LE and PIM-X too, but ingame only the first texture from the pack is appering. I attached 2 pictures, the first one is a compare picture between the PIM-X and INGAME. The 2nd picture shows what I see in the SC4 Tool, where I created the pack.

Thanks for any help in advance!

- Tyberius

Something error.jpg

SC4 Tool Image.jpg


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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Hiya, Tyberius!

This is a bit too techy for the general discussion forum so I'm going to move it over to SC4 - Custom Content where it should catch the attention of the gurus who understand such things. *;)

-Cori (doing the moderator thing)

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You used a family ID, which means all the textures are technically the same group.

F8D8 0004

Here the 0 or 5th digit represents a texture family, it's a little hard to explain, but using 0-3 here will act as a wealth flag:

  • 0 = No Wealth
  • 1 = $
  • 2 = $$
  • 3 = $$$

If textures use these IDs, the one you see will be the one matching the wealth of the lot itself. You will see a similar behaviour with some of the Maxis grass textures.

The far simpler answer here is that it's best not to use 0-3 at all for the 5th digit and skip ahead to 4. Because it's rare that you would want this behaviour in practise. Simpler still, based on your texture range of F8D8, I've attached an Excel sheet with the first 768 texture IDs you should use listed. If you need more, you can easily generate them following along to this:

Quote

In the Excel file, it uses the first (non wealth family) IDs from the family FD80, which starts 4xxx. The first sheet contains all the textures from 4000 through 4FFF, or 768 IDs. If you run out (unlikely for most), just copy the sheet as a new sheet in the same file. Right Click sheet, "Move or Copy", tick Create a copy". Then simply run a find replace operation as follows:

  • Click Edit/Replace in the file menu.
  • In Find what add "FD804"
  • In Replace with add "FD805"
  • Click Replace All. If you want to check first this won't cause problems (I'm certain it's safe), click Find All first and verify the number of cells found = 784.

Using this system, a user can just keep generating sheets from FD804 to FD80F, for a total of 9,216 texture IDs. That should cover the needs of all but the hardest working texture creators. Even then, it's not hard to use the next family with this system. Just start again with the first sheet and use Find "FD804" / Replace "FD814" instead. All very simple and quick.

TextureIDRange-Tyberius.xls

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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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    @rsc204Thank you very much! :)

    Yepp, that was the problem, and it is solved now. :)

    I also thank you for the excel sheet! :)

    - Tyberius

    • Like 2

    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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