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Hello,
I test for the first time the excellent GOFSH. I cut a big picture and produced the BMPs. I'm trying to generate the FSH of the directory containing my BMPs, (new, select one BMP, append, saveFSH), but GOFSH does not start batch processing when I click on [GOFSH]. Any ideas ?

Thanks


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The basic process is to open one BMP using the top left window (or alpha in top right), make sure "Encode" is selected and hit GoFSH. If that's not working, try closing and reopening GoFSH, perhaps that refreshes things.


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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  • Original Poster
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    I actually did everything as you say (Encode, Reader InList ..), but nothing! I restarted GoFSH, without result. Reinstalled the program! no effect.
    And yet I know it works, I saw it once ;-)!

    It's frustrating !


    What is good when you have nothing to say is that you can always pretend to listen. Anyway it does not prevent to think!

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    Posted:
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    Disclaimer: I've never used the program.

    So, just me guessing: Is it possible it's a permissions thing? Like maybe it needs to be run as administrator in order to be able to write out the files?


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    Posted:
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    Maybe the names of the files aren't on the right format for GoFSH to interpretate them as batch-ables. Try checking that they comply with the typical TGI format.

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  • Original Poster
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    The names are formed by GOFSH when producing BMPs by the function [Slice 'n Dice]: I think they are good; like this: 7AB50E44-0986135E-F8E063A9-D0.bmp


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    I know if it can help to understand the bug, but I just did 6 FSH, one by one, then I clicked on [gofsh] and it redisplays the 6 files successively, as it must do at the end of normal cycle . It refreshes the _ReaderLoadList.txt, but nothing in the .dir file.


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    >> My little plugins contribution << -- >> Depot | Fabrik | Testing <<

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    OH ohoh ! Bêtise ! am too stupid !

    I checked the box [D0] (?) In the window [Slice 'n Dice]!
    I redid the cutting operation, without [DO], the files are named in TGI_C0.bmp (not sure to have understood the difference between the two ??). And suddenly batch processing works. aaaaarrrrhh!
    *:D

    By the way, a big thank you to you three for your responsiveness and your suggestions, really great! *:thumb:

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    There are three types of file suffixes used by GoFSH, for sure if you only had D0 files, it would not have been able to process anything into FSH.

    • Files ending -A#
      These files are Alpha Channels, BMPs need to have dedicated Alpha's as separate files, which use Black/White to map transparent areas of the paired image file.
    • Files ending -C#
      Regular image files should always use this suffix. Usually it is necessary for such files to be paired with either -A# or -D# files for correct operation.
    • Files ending -D#
      Such files are special Definition Alphas. These multi-coloured alphas allow for smart batch processing of wealth textures, more typically used for transit textures. For a more complete explanation, it's best to see the documentation that comes with GoFSH.

    Note that # usually = 0, but where MultiFSH are concerned, this can be higher.

    • Like 1

    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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  • Original Poster
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    Say that it's much clearer to me.
    I tried to read the doc but my English is mediocre and google translate is not perfect!
    For -D #, ok, understood, I see the multi-color examples of the doc.
    On the other hand, I do not know in which circumstance it is imperative to have an alpha channel file -A. Because when I edit my BMP -C, the transparency of the FSH seems to take into account the nuances and opacity of what I created under photoshop!
    I am wrong ?

     


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    >> My little plugins contribution << -- >> Depot | Fabrik | Testing <<

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    2 hours ago, hugues aroux said:

    On the other hand, I do not know in which circumstance it is imperative to have an alpha channel file -A. Because when I edit my BMP -C, the transparency of the FSH seems to take into account the nuances and opacity of what I created under photoshop!

    If your PS image is exported as a BMP, then no transparency data will be available usually. I wouldn't look at the FSH files themselves, you should test the final textures in-game, which will highlight any missing transparency. Note that I'm not talking about use of layering when making your image in PS. But this specifically is for areas of a texture that you wish to remain transparent or semi-transparent (gradients) when displayed in-game.


    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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  • Original Poster
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    Actually I will test all that.
    I actually generated a PNG for Slice'nDice cutting. And GoFSH produces the BMP and the alpha channel that shows gradients in the black. I am tempted to say that it takes into account the values induced by the PNG.
    These tests allow me to consider my airport project with less stress.
    Thank you for your lighting.


    What is good when you have nothing to say is that you can always pretend to listen. Anyway it does not prevent to think!

    >> My little plugins contribution << -- >> Depot | Fabrik | Testing <<

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    Sorry to abuse your advice, but now I'm trying to create a multi-fsh with GOFSH, since 5 BMP files of non-transparent texture (bitumen!). I select each file followed by a click on [append] and finally [saveFSH] but I only get one empty FSH file (black) and the 4 mipmaps. The description of the documentation is very short and I must certainly omit something in the settings. Change the value [NONE] in the editable field next to "BMP" ?? Click on another function ?? ... Are mipmaps useful for this type of texture? ...
    Good night !


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    >> My little plugins contribution << -- >> Depot | Fabrik | Testing <<

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    PNG format can include transparency, so there is no need for a dedicated alpha texture. When converting from PNG to BMP using GoFSH, it is creating the necessary Alpha channels for you, so this will ensure the resulting FSH have the correct transparency applied.

    If you are making either Base or Overlay (Lot Textures), you really should always "make a scaled Set of 5", i.e. MipMaps. The game uses a unique texture for each zoom level, which is exactly what these MipMaps are for. Failure to include them may result in missing textures in lower zooms or display issues resulting from scaling them, I forget which. For transport networks, MipMaps aren't always necessary, but I don't think it's necessary to get into this here.

    MultiFSH textures are something GoFSH can handle, but each texture within a single MultiFSH must have an identical ID. It's the suffix # where you define such textures. For example:

    TEXTUREID-C0.bmp, TEXTUREID-C1.bmp, TEXTUREID-C2.bmp

    Would create one FSH files (TEXTUREID), which contained three unique textures (C0, C1, C2) combined as a MultiFSH texture. However, I do seem to recall that MultiFSH will only be correctly generated by using the scripting functions of GoFSH (Run Script). That may have been changed (or my memory is failing me), but actually using a script is often better for projects like you are undertaking. This is because, you only need click one or two buttons to generate the entire set of textures you are working upon. The final result can be output into a DAT file automatically too. Again most of this is covered in more explicit detail in the user manual for GoFSH.

    • Like 2

    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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  • Original Poster
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    Hello,
    Great ! Thank you RSC204.
    PNG <> BMP, actually, no worries on this side of graph processing.
    OK .. mipmaps, still mipmaps and always mipmaps! ;-)
    Aaah ... everything is clear, for the multiFSH, everything is in the denomination! I understood ! .. and passed a first test.
    For the visitor of this thread ..
    [new fsh], select the appropriate BMP file by [...], click on the image of the BMP in the interface (top left -> generate alpha opaque), click [append], repeat the operation and finish with [saveFSH].
    Occasionally I would try a script to generate the _readerinlist, for integration with an existing .DAT; otherwise you have to do it by hand.

    And now ... at work ... and maybe the next question ...
    Have a good day.

    • Like 2

    What is good when you have nothing to say is that you can always pretend to listen. Anyway it does not prevent to think!

    >> My little plugins contribution << -- >> Depot | Fabrik | Testing <<

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