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Eazngart

Texture missing on different tiles

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Hi fellow city builders,

 

after over a decade I started playing SC4D again. My plugin folder was started from scratch and was filled quite fast again. :D

In this decade of absence a lot happened regarding plugins. Especially the loss of SC4 Devotion and merging of several dependencies (like the BSC one) was new.

And I guess there is my problem, that I can't solve.

I got several downloads which are missing a texture. At least it looks like it, but maybe the problem is something else.

I know I got all the dependencies for these lots but all I see is some kind of grass texture.

 

Because it happens with completely different lots I guess it's some kind of "bigger" problem maybe. I just can't figure it out tbh.

The example of the MGB diagonal fillers shows, that the low wealth grass texture is there on the diagonal filler piece, but not on the 1x1 filler lot with only grass. The overhang got the texture only on the overhang, not on the actual plopped lot. I don't get it :( 

The grunge filler from CT14 doesn't have a texture at all it seems.

The real railyard lots look kind of silly without the dirt texture.

And the two parks from KOSC are the only ones with this weird missing 1x1 fields. I plopped every park, no other got this "bug".

 

If someone can tell me what exactly the problem is I would be very thankful. Maybe anyone has similar problems or knows what causes this issue.

 

Thanks in advance guys

MGB Diago Filler 1 Text-01.png

MGB Diago Filler 2 Text-01.png

KOSC Young Happy Park Text-01.png

KOSC Brea Park Text-01.png

GF CT14 Brownfield Grass-01.png

FreightCars RRY-01.png

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On 10/03/2025 at 4:25 PM, Eazngart said:

MGB Diago Filler 1 Text-01.png

MGB Diago Filler 2 Text-01.png

This looks like a load order problem, you are using the TGN overrides, but those MUST load after the MGB S3D Props file from Filler Set or the wrong textures can appear in some places.

On 10/03/2025 at 4:25 PM, Eazngart said:

KOSC Young Happy Park Text-01.png

KOSC Brea Park Text-01.png

Here what is happening is that TGN is replacing those textures it supports, however notably not all grass textures in existence are supported. Note how these textures are quite complicated, with dirt patches and flowers/shrubs. Sure I could just replace it with the default Grass texture, but something is lost in the process. I have development builds which special adapted versions of some of these textures. Eventually I hope to properly include them with TGN, but I don't know if I'll ever be happy with my attempts to do them all. Mostly just those from the BSC Texture Packs really too.

For optimal use with TGN in these situations, open the lots in the Lot Editor LE (PIM-X highly recommended), then swap out the unsupported textures for ones that are.

On 10/03/2025 at 4:25 PM, Eazngart said:

GF CT14 Brownfield Grass-01.png

FreightCars RRY-01.png

These last two are simply missing textures, you need to double-check the dependencies for these lots and ensure you have everything. Note some texture packs have been updated and you should also ensure you've the latest version of them for maximum compatibility.

  • Like 3

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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    Hi RSC,

    First of all: I guess this topic can go to "Custom Content", because it's no SC4 problem. :)

    I appreciate your help but I'm a little bit confused now. :D

    I used TGN in the first place, but deleted it after textures of a NWM-RRW crossing wasn't right.

    So I played without TGN while I took those pictures. Even as the TGN was installed it loaded after the diagonal Fillers.

    I installed TGN again, and the filler lots are ok now, but like you said the textures of the parks are still messed up because they are not supported in TGN.

    I tried some stuff by now. Also looking if the problem still applies with No Grass Mod for example.

    TGN installed -> weird NWM-RRW Crossing / right grass texture in diagonal fillers / KOSC parks get messed up

    NGM installed -> NWM-RRW Crossing is right / diagonal fillers are messed up like in my picture / KOSC parks are still messed up

    no TGN and no NGN -> crossing is obviously right / diagonal fillers are messed up / KOSC parks are messed up

    My question therefor is:

    Is some texture overwritten with the first installation of TGN? Bescause it stays messed up after deinstallation 

    And for the last to files: I don't know what texture pack(s) are missing, because I downloaded every dependency again but it's still not working :(

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    Assuming you are using the BO version of TGN with US / RHD textures, the following updated files (replace the originals inside the 5 - Rail Textures folder), will fix the NWM rotation issues:

    TGN BO RRW Crossing Update.7z

    Note this was a change in NAM and the release version simply hasn't caught up to the change yet.

    Yes there will be a mismatch on some of those KOSC lots, because it uses a combination of TGN and non-TGN supported textures. The simplest solution is just to relot them and change the textures, it takes less than 10m and even if you've never used the LE before, no more than 30. Where possible I have tried to support the largest range of Lot Textures that are useful and every texture in the NAM, but it will never be 100%.

    So if using the LE is too much to ask and nothing short of 100% coverage is acceptable, then I recommend you refrain entirely from using cosmetic mods. Mine are as good as it gets, I should know because getting this far is a crazy amount of work and on-going maintenance.

    3 hours ago, Eazngart said:

    no TGN and no NGN -> crossing is obviously right / diagonal fillers are messed up / KOSC parks are messed up

    Simple, the base overrides are nothing to do with TGN or NGN, they simply piggyback upon the basic file included with the terrain mod. If you don't remove that (BO Base Texture Replacements.dat), there will still be overrides for the base grass textures.

    • 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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    Thank you very much, rsc!

     

    Never wanted to say anything bad about these MODs. Like I said last time I played SC4 was about 15 years ago and you are right it is really crazy what things are possible now, I'm kinda stunned  :D

    I still need to catch up and just wanted to point things out, maybe I've overlooked some easy solution.

    Also I'm no pro in LE but I used it a few times, so I will get those parks to look right. :)

     

    Again thanks for your help. :)

    case closed

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