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junspud

Recoloring (mostly) lot base textures, or creating minor texture variations

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Hi,

I've spent a lot of time trying to find ways to adequately 'recolor/blend' similar but different textures. Mostly for for use in multifsh textures. For example;

image.png.e4b0579cb2c7783174872db7d178088a.png

The above multifsh set from a BSC textures volume, but recolored (while retaining the variations in texture of each individual fsh) to match this single fsh darker grass texture, which I don't immediately recall the origin of;

image.png.3a0e288cae724b41918e94af7b76890a.png

Intention being to avoid the uniformity of the single grass texture if overriding the the original multifsh, or if switching out the textures on lots containing them.

Alternatively or maybe even ideally, I haven't dug up the sort of image editing tutorial one might use to imprint the sort of minor variations upon the darker grass textures themselves in order to make them appropriate for use as a multifsh texture, while keeping it close enough to the darker grasses so that the they both (the single fsh and multifsh) can be used in conjunction with one another.

Thanks.

I've experimented a lot trying to do this in Photoshop with layer blendings and similar approaches, but I haven't been able to find an approach which 

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There is a way to do this with GoFSH - the combination of EDIT and VARY commands in a script together with appropriate D0 textures will enable recoloring of Grass and/or Paving. These methods were invented to make the RRW Reskin possible, but can be subverted for simpler textures. The VARY step takes the average color of a texture and changes that out with the average of the texture to be substituted then puts back the differences from the average in the original. Its not perfect, by any means, but if the variation is not too drastic will look OK.

To change $$ grass like above - make a cyan D0 texture (same as general rules for EDIT)  for each Cn texture. then a script step like

SRCDIR=*\whatever1
DESTDIR=*\whatever2
GENERATE=EDIT22          (or xEDIT)
VARY=GRASS                     (or PAVING or BOTH)
FSHFORMAT=DXT3          (optional but helps keep details better)

If doing a batch of them make an average color texture GREF.bmp for grass, PREF.bmp for paving and put that in the source folder so that GOFSH will treat them all the same way (otherwise they become slightly different depending on source).  GoFSH will autopack the MultiFSH. You do need to treat the various wealths in separate steps because of the way EDIT works.

Pages around 54 in the manual describe these things. It is possible to control what gets changed through the D0s and choice of textures at the time of running the script.

~~~~~~~~~~~~~~~~~

A ways back I used this method by going to google and matching grass colors there like this and then applying those to lot textures

MatchingGoogle.jpg.32646b5226564435872f388cf0808ea9.jpg

- this gave me more faded colors than default SC4 and now matched my streets better - collar and cuffs as it were. Because the color difference (mid-tone) wasn't drastic the buildings still look like they match.

Recolored.jpg.00fbcad03a4ce1151cab66078c4be01e.jpg

 

 

 

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  • Original Poster
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    Thanks, I thought it should be possible based on the guide but I couldn't figure it out, I was able to now.

    xedit.jpg.78d9e5ae242369769de45769feaf0845.jpg

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