Jump to content
mitsos

JENX missing textures

13 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Hey,  for some reason the textures seem to be missing. While i re-download both the files and the dependencies the problem remains. Any ideas please?

yVD5A0i.png

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

The the presence of the road textures, makes me think you might actually have a Texture Conflict somewhere. If you can open one of these items in the Lot Editor, you should be able to quickly see what the ID of the textures in use are. I'm happy to take a look myself, but I don't know which files these are, a link to the download would save me the effort of having to find them.

  • Thanks 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.

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    1 hour ago, mitsos said:

    Hey,  for some reason the textures seem to be missing. While i re-download both the files and the dependencies the problem remains. Any ideas please?

    yVD5A0i.png

    1 hour ago, rsc204 said:

    The the presence of the road textures, makes me think you might actually have a Texture Conflict somewhere. If you can open one of these items in the Lot Editor, you should be able to quickly see what the ID of the textures in use are. I'm happy to take a look myself, but I don't know which files these are, a link to the download would save me the effort of having to find them.

    The relevant JENX texture is coming with the Medieval Great St Martin. Though I found the culprit. It was me. When I merged the different leftover textures into the BSC Textures vol03 v2, I put the JENXTEXTURES_Medieval_Vol01.dat and the JENXTEXTURES_QS.dat into the pack for DATpacking and I didn't realize that they have the same IID. And then due to how Jdatpacker is working (Z---->A) the QS texture overwrote the medieval one. Now I'm checking if that QS texture was actually necessary but I don't think, it might have come from an earlier version. 

    Anyhow I'm fixing this issue and re-upload the fixed version of the BSC Textures vol03.

    Sorry :( :(

    - Tyberius

    • Like 2
    • Thanks 1

    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.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Actually now I'm confused... Ok, that QS Texture might be not needed, but @rsc204, how is it possible that, that QS overlay textue with a 0xf7580004 IID is overriding a base texture with 0xf758000e (which is the medieval texture in the pack)? And more importantly how is it overriding it only INgame. It doesn't matter how I'm putting it, it wouldn't override the medieval texture in PIM-X or maxis LE either. It is only affecting to the ingame appearence. I made the updated BSC Texture with a "z" to load after the QS texture and it is still overriding the textures on the LOT. IF I removed the QS Texture from the plugins, then it everything is normal. However as I said these 3 textures (2 base textures from the medieval set and one overlay from the QS don't share the same IIDs at all)

    I attached both original texture files here for investigation. In LE and PIM-X the LOTs shows the normal texture(s), but ingame they show the diagonal texture from the JENXTEXTURES_QS.dat. And strangely load order doesn't do anything.

    EDIT: see image. I marked the 3 textures which involved in this situation. Is it possible that the culprit is the IID itself, that it has 0 on the 5th digit instead of 4?

    Jenx texture problem.jpg


      Edited by Tyberius06  

    additional information
    • Like 1
    • Thanks 1

    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.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    2 hours ago, rsc204 said:

    The the presence of the road textures, makes me think you might actually have a Texture Conflict somewhere. If you can open one of these items in the Lot Editor, you should be able to quickly see what the ID of the textures in use are. I'm happy to take a look myself, but I don't know which files these are, a link to the download would save me the effort of having to find them.

     By the way, can you check the parisian station thread mate? The file still has problem. Thanks 

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    @rsc204
    refresh the page, I think I found the problem, but all 3 textures are invovled in the problem... See attached image...

    • 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.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    34 minutes ago, Tyberius06 said:

    Now I'm checking if that QS texture was actually necessary but I don't think, it might have come from an earlier version. 

    Literally the only texture in the file is the diagonal road overlay, indeed the file comes from the Original release of the Quays de Seine. I'm pretty sure Xannepann intended for everyone to use the newer release, since the old one is nowhere to be found, perhaps he reused the texture ID?

    8 minutes ago, Tyberius06 said:

    how is it possible that, that QS overlay textue with a 0xf7580004 IID is overriding a base texture with 0xf758000e

    Simple, the 5th digit is 0, which turns the textures into a texture wealthing group. Usually it's best to avoid using 0 through 3 for the 5th digit, otherwise the actual texture that shows from a group, will be the one that matches the wealth of the lot, rather than the intended texture. But, for this to happen, there needs to be other textures beginning 0xf7581, 0xf7582 or 0xf7583. So it's going to need a little investigation, but I'm looking into it further now. I've all the BSC Texture packs extracted as textures, so I should be able to track down the issue.

    LOL - beat me to posting by seconds... but yeah I think you got it.

    • 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.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    16 minutes ago, rsc204 said:

    Literally the only texture in the file is the diagonal road overlay, indeed the file comes from the Original release of the Quays de Seine. I'm pretty sure Xannepann intended for everyone to use the newer release, since the old one is nowhere to be found, perhaps he reused the texture ID?

    Simple, the 5th digit is 0, which turns the textures into a texture wealthing group. Usually it's best to avoid using 0 through 3 for the 5th digit, otherwise the actual texture that shows from a group, will be the one that matches the wealth of the lot, rather than the intended texture. But, for this to happen, there needs to be other textures beginning 0xf7581, 0xf7582 or 0xf7583. So it's going to need a little investigation, but I'm looking into it further now. I've all the BSC Texture packs extracted as textures, so I should be able to track down the issue.

    LOL - beat me to posting by seconds... but yeah I think you got it.

    What would be the best option? Removing the QS texture and leave the rest as is, or fixing the IIDs and changing them on the lots. The LOTs will be re-uploaded anyway during Project ZIP.

    • Like 1

    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.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    10 hours ago, mitsos said:

    Hey,  for some reason the textures seem to be missing. While i re-download both the files and the dependencies the problem remains. Any ideas please?

    yVD5A0i.png

    Hi @mitsos,

    The BSC Textures vol03 is now updated to v3, please re-download it and remvoe the previous BSC Textures vol03 v2.dat (and the original BSC Textures vol 03.dat) from your plugins. You can run the cleanitol to get the rid of the old textures. Anyhow you don't need the JENXTEXTURES_Medieval_Vol01.dat (which comes with Great St Martin, Koeln upload) if you installed the BSC Textures vol03 v3. 

    Thanks @rsc204 for the help!

    - Tyberius

    • Like 2
    • Thanks 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.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Thank you guys for the quick response. Thank you for fixing this. 🙏 

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Just to add for the time being, I had a post typed out, meticulously detailing all the steps taken looking into the problem and with the recommended solution, already implemented by @Tyberius06, thanks.

    It got lost because I copy/pasted a file name from another post, but it pasted as a link, when I tried to double-click it (usually this edits links), it took me to a download, wiping out everything I had written :(. Since then my day has been all go and it's like 2:30am now, so I'll come back with the full details tomorrow at this point.

    • Thanks 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.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    In looking into this problem, I first noticed that within PIM-X, it is possible to place the diagonal road overlay texture on top of the base texture, in other words both textures can happily coexist there. A quick look at the involved IDs and it's clear to see that they each have a unique ID, were that not the case, one or more would have been removed when DATPacking them together. There are also no wealthing issues going on here either, whilst the wealthing groups use the 5th digit of the IID, with 0 representing No Wealth and 1-3 Low, Medium and High, provided you only use one of those 4 IDs, no wealthing group exists.

    What's bugging me here, is that I've always personally avoided the 0-3 range personally, but it's so long ago I can't recall the exact reason why, but I also recommend this as best practise. At the very least, it prevents problems if you forget and subsequently end up inadvertently creating such a wealthing group.

    However, I can replicate the problem using the Köln church lot, so the one thing we can say for certain is that for whatever reason, these textures are interfering with each other. Speculating here, but these issues sometimes affect specific IDs or ranges have been known about before and best guess is that something we can't see in the .exe is controlling this behaviour.

    Given that the texture 0xf7580000 (diagonal road overlay from the QS pack), is so far as we know only used by the now obsolete original Quays de Seine download, and that simply removing it fixes the issue, this would be the best solution here. I've tested to ensure that the other involved textures with similar IDs, 0xf7580010 and 0xf758000a can happily coexist, they can, I also can not find any other textures using a similar ID either.

    If anyone is using the original Quays de Seine and has problems, then they should update to the current supported release, after all the original was locked for a reason, right? Honestly, having both versions I can't see a terribly compelling reason for keeping the older one. But if you wanted to do that, you'll probably need to re-ID the diagonal road texture to a new unique one, then make the appropriate changes on all affected lots in the package.

    23 hours ago, mitsos said:

     By the way, can you check the parisian station thread mate? The file still has problem. Thanks 

    Sorry I missed your update, but I'll get back to you in the other thread when I find a moment to do so.

    • Thanks 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.

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections