Jump to content
Dead_End

PIM-X - Unable to fully remove original base texture?

7 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Hi! I've been having issues trying to change the base texture on Mattb325's Newtown Post Office (together with some other minor alterations). I'm trying to replace its original brown brick texture with my own custom pavement mod. Here's what it looks like after removing the texture in PIM-X and adding my own (note: not by pasting the new texture over the old one, but by actually deleting the old texture first):63e290f15cf88_Capture-PIM-X.JPG.2c04fec388cf5a54e47322e2a43acc2e.JPG

I'm no expert when it comes to PIM-X, but my understanding is that overview on the right shows all base textures currently in use on the lot. Plopping the lot in the game results in the following however:

63e2966c7c430_Capture-Brownbrick.jpg.f5de95d2e74e86606b2d32f6b917afb6.jpg

Changing the zoom level does give the right texture :???::

63e296d4ef216_Capture-Greypavement.jpg.6e2d7374617fdf85f25e1a65cb554a30.jpg

Does the above situation ring a bell with anyone? As far as I can tell the old texture somehow doesn't get fully deleted, but I'm stumped as to why.

Share this post


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

The texture in question is the original Maxis $$ sidewalk. It looks to me like you have an override for it with Sandstone textures installed and loading later than the sidewalk you want to display. You need to find and remove that file and it should fix up 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.

Share this post


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

    The texture in question is the original Maxis $$ sidewalk. It looks to me like you have an override for it with Sandstone textures installed and loading later than the sidewalk you want to display. You need to find and remove that file and it should fix up things. 

    Thanks for the advice! The issue didn't show up in a quick test with a mostly empty plugins folder, so I think you're right. I'm confused as to why this is the first time I'm seeing this though. This isn't the first time I've replaced textures like this. Also, while I did previously have a sandstone texture override installed, it wasn't this particular texture.:???:

    Do you know of any keywords I should look out for going through my 4GB plugins folder? I would prefer not having to go through the trouble of removing everything and putting it back in batches to identify the culprit.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    1 hour ago, Dead_End said:

    Also, while I did previously have a sandstone texture override installed, it wasn't this particular texture.:???:

    Paeng included LE textures with his Sandstone, but they had unique IDs, hence they wouldn't show up automatically. Whereas, the ones I've used in my texture mods actually override (use the same IDs) the Maxis LE textures. This way, the in-use sidewalk appears automatically on all lots using the Maxis LE textures.

    Given these textures are themselves being overridden, I suspect you may have two different versions of my SWN mod installed. Look for files with "MTRDK" in them, since that's the one containing these textures. I warn you though, nothing that gets installed by SWN will denote which version you installed. In other words two installations or different sidewalks will effectively be identical.

    When you update SWN or change to another sidewalk, you should always delete any previous versions first. My installers can not remove any or look at any data on your computer, which is a quite deliberate design choice. After all, removal is as simple as deleting a folder. The point being, if in doubt then remove all versions of SWN and any SWN files you have, then start over with the one you want.

    It is of course possible that other file names exist, other mods that do the same thing have existed. If the above doesn't help, use the file SWN MTRDK.dat as part of this process, it will tell you any other files that contain the same textures. Essentially automating the process of tracking down conflicts.

    • 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
  • Original Poster
  • Posted:
    Last Online:  
     

    I analyzed the lot with SC4Tool's dependency scanner and found that it did contain a texture PIM-X previously didn't list. When I did the quick test described earlier I loaded up the dependencies listed at SC4D, which included BSC textures vol. 01, but not vol. 02. I figure the reason the issue appeared to be 'fixed', was because the game tried to load the conflicting texture, but couldn't because it simply wasn't in the folder.

    63e3ab87ed75f_Capture-DependenciesSC4Tool.JPG.7f8c84503b3d319e25cdc3e59a2db190.JPG

    Reckon something similar happened when I previously opened the lot in PIM-X, because PIM-X did pick up this particular texture with BSC textures vol. 02 loaded up:

    63e3ae01e1799_Capture-PIM-X2.JPG.8848c762967e695e85d6edb911011efd.JPG

    After this it was a matter of simply removing the conflicting texture, leaving just the 258f2000! *:ohyes:

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    6 hours ago, Dead_End said:

    After this it was a matter of simply removing the conflicting texture, leaving just the 258f2000! *:ohyes:

    Right, that explains things, so it seems like you changed the original texture to 35504300, when you changed it to 258f2000 you didn't see the original base textures, but deleted them anyway. However, in this event PIM-X will allow you to select/delete tiles, but it doesn't actually get saved. Before that will work, you textures you remove need to be loaded by the application. In such events there is a work-around:

    PIM-X_RemoveTex.jpg

    In the above picture is an Example lot, see all the lines starting type? That's the data for every item on your lot, if you find all the textures and select them, then right click and select Delete Properties, it will reset (clear) all textures on the lot. Useful in case you can't locate the file containing textures needed in such cases.

    • 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:  
     

    Appreciate the help! :thumb:

    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