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Showing results for tags 'fsh'.
Found 18 results
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Hello, I'm experiencing an issue with some of the props included in @fukuda's FK_PetroChemical Props.dat file, downloaded from here: It's not an issue with any of the lots included in that download, but some of the additional props have a texture glitch at the closest three zoom levels, where views of various Maxis buildings are overlaid. From what I've seen in other topics, I think this is an issue of texture ID conflict? Is that just a thing for base textures or does it make sense for the BAT fsh files as well? In any case, is this something that I'd be able to fix myself with the Reader?
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FSH textures not listed in Lot Editor
TheMurderousCricket posted a topic in SC4 Modding - Open Discussion
Hi All, I successfully created a set of .fsh textures but they won't show up as either overlay or base when I browse in Lot Editor. I first created a 768x768 bmp image, exported as a 24-bit .bmp file. Then, I loaded it into GoFsh and used "Slice and Dice" option to cut it into 256x256 pieces which it did. Lastly, I used the FSH <> Dat (I think?) option to create a single .dat containing all images in all zoom levels. Unfortunately, the slices created this way are not detected by the game and I'm not sure why. Any guess what could have gone wrong or if I missed some key step? -
Version 1.0.0
382 Downloads
FSH Converter is a small but very practical tool that allows you to convert an FSH file to PNG or vice versa, and in a very simple way. The software is as it was originally, nothing has been modified. Once you agree to download it, you are responsible for the use of this software as well as any problems that may arise. A thread exists on SC4D for this tool: https://www.sc4devotion.com/forums/index.php?topic=7127.0 -
Hello batting community, I am facing an issue and hope that one or a few of you might know a solution to it. Description of the problem: I am trying to give thin lines on models a sharpened and refined appearance in sc4. I know @Barroco Hispano has mastered this trade and a few others have worked on it as well. @mattb325 was so kind to give me a general introduction and enabled me to start with the basics. I am using GMAX to create the models and render them since I have no access to 3dsMax. However, I believe this issue could be solved by ppl using either gmax or 3dsMax since the solution probably lies in the post processing of the sc4model-files. So far I have accomplished to utilize the gmax anti-aliasing script (1) for my renders and apply the suggested transparency to the sc4model using Model Tweaker (2). (model tweaker settings for transparency (2)) The following shows the result of these steps in Loteditor: upper left: standard gmax HD render right: render with anti-aliasing script (1) lower left: render with anti-aliasing script and applying model tweaker transparency (2) The model displayed on the lower left looks great (according to my standards) and is what I wanted to accomplish. However when placing this model in the game the LODs of the model that should be invisivible are blocking wave and ocean animations: Now this is appearently where the postprocessing of the sc4model file with reader comes into the game. But I am a bit at a loss on how to accomplish to to give the LODs the invisibility they need. I have tried to tweak the settings of the Mats in the S3D file for the views: I have tried removing and adding different flags and applying different levels of the Alpha func, depth func, etc. but none of those settings lead to the desired results. In fact I have the feeling that each setting I can change here affects the model itself and not the clear area of the LODs that need to be affected. (except alpha test) Actually, I managed to get the model to do what I wish the LODs would do: (different vessel, ignore brown box) I did the following tests Tests for post processing First I should say, that english is not my first language, so some settings do not necessarily say something to me even when translating the words. Additionally my knowledge in comupter graphics is limited so even common settings are sometimes unknown to me. Removing Flag - Alpha test Effect: creates black box around model where LODs are, this might be the most promising setting to adjust since that's where the problems lie Removing Flag - Depth test Effect: creates shadow on model Removing Flag - Backface Culling Effect: no visible effect to me Adding Flag - Framebuffer blending Effect: no visible effect to me I hope that some of our veterans may have an idea to help me with this! ( @Jasoncw, @Diego Del Llano, @korver, @kellydale2003 and of course the gentelemen named above and many others that I might not know!) If you need further input please let me know! Kind regards, AP
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Had thoughts earlier about a racing road texture, somewhat hampered by the fact that I don't know Jack about transit modding. The thought was for a new starter piece like what there is for NWM/RHW metworks, only this one wouldn't have any road markings. The next thought was how would i go about adding rumble strips to the apex's(apexi?)? Would this be best done by making a bunch of 1x1 overhanging lots or would i get a better result by making it like a sidewalk texture and then customising the alpha overlays so it would only show at apex's?
- 23 Replies
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- custom content
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guide Tutorial: Changing IIDs for BAT Models Using Reader
Cyclone Boom posted a topic in SC4 BAT & Lot Workshop
A method to make unique instances for BAT models - This is a tutorial explaining a way to set a new IID instance range using Reader for a given BAT model. I've written this in response to the request @Urban Abstraction made here in the BAT FAQ thread, and posted in case it'll help anyone else looking to do this also. For the purpose of this explanation, I'll be using the excellent commercial store BAT which Urban created. (Which is now available to download on the STEX from this file.) Prerequisites Reader 0.9.3 installed. (Other versions of Reader likely will work too for this method, but I'm using 0.9.3 since it's the most stable and familiar for me.) Basic familiarity of Reader is recommended (as this guide explains), but isn't required as I'll be covering each of the steps to do this. Create a backup of the model file (.SC4Model) to be edited with a new IID allocation. Copy this to some safe place. Step 01 Firstly open the model you'd like to edit: Initially the file entry list will look like this: Step 02 Next we'll sort the Instance column so the ordering is sequential in digit order. Double click this column heading (at the top as I've annotated in orange). As follows: Step 03 Now with the list sorted, it appears logical for what we're going to do next. This step is to generate a random Group and Instance which can be used for setting the unique TGI for the entries. For the Type column and these will be kept as they are which is necessary for certain file entry types. Note: If you have a textures IID range, skip this step and go to Step 04 to set from your allocated range instead. Go to the Tools menu in Reader and click the TGI Generator option. It'll open up a dialog window: Click the Generate button in the middle, and it'll generate the Group and Instance randomly. Each of these are 8 digit hex values (ranging from 0-9 and A-F). If you're a little fussed about these things like me, then there's no harm in keep clicking the button until there are digits you're happy with using! Copy both of these to an empty document. I just used regular Windows Notepad for this, but you can use anything of your preference. They'll be needed for the remaining part of the process to make sure the IIDs are set correctly. Note: For the IID and we only need the first 4 digits, so you can just copy these to your document (e.g. a1fd as I did here) and ignore the other 4 at the end. This is important because of what fits into the following step for preserving the trailing digits. Those are what determine the zooms and rotations, and what the game does is pieces these all together so it knows which texture to display onto the model from different perspectives. Step 04 With this done, go to the Tools menu again in Reader and click the TGI Editor option. This window will open up: In here, for the Group box and I've pasted in the IID which I generated in the prior step. Do this with yours also, and then it gets onto the Instance box as well. Each of the # are placeholder masks, which preserve the values at that particular digit place. By entering in: a1fd#### As this pic highlights with the selection: What this means is to set a1fd for each of the entries. However, to still keep the last 4 digits as they already are. It might even be possible to do this for randomising the initial 5 places in the generation (like a1fde### for example), but I played it safe here and just did it for preserving the final 4 digits at the end. The key thing is how they'll be unique enough as they are. Step 05 The next step is to set apply the Group and Instance to the entries. Reader makes this super easy too. Click the 1st entry listed, then hold down the Shift key and then scroll down to click the bottom one. Then click the button to confirm this. Like so: If not selecting anything, then this error will popup to make it known: Then after closing the TGI Editor (click the X in the corner), the entry list will be updated. Here's how I see it after doing the above: But, there is one more key part of the process... Step 06 Click the Entry column heading twice as we need to group the S3D files: This makes the next part easier as they're now all listed together. You'll notice how if clicking one of the S3D file entries, the preview of the model will appear completely white with no texture. Like so: Oh dear. But, don't panic! What the following steps involve is to edit the IIDs so the textures are associated with each of the S3D files. Step 07 With the first S3D file selected, over on the right hand panel are the controls for editing the data. Click the Mats (materials) tab. Then right click the entry and choose the Change Instance/Name option from the context menu. As follows: Step 08 For this part, it only needs the 4 digits from the Instance ID which we've now set using the TGI Editor for the file entries. What this involves here is applying this to the internal reference IID for the S3D files for each sub-instance. The next thing to do is replace the first 4 digits with those as allocated for the main entries. For this I'm using a1fd because it's what came from the random generation: Doing this for the Name isn't necessary, but I figured it might as well be updated too. Click OK to confirm the change, and then back on the main panel, click the button to save. This is an essential step, and Reader will throw a warning otherwise: There might be some S3D entries which have more than one. Continue through each of these and update the IDs accordingly the same way. Like so: Step 09 Rinse and repeat the process for all other S3D entries. This took me a few minutes, and it's easy enough to do once getting into the flow of it. When adding each new ID and for these multi-part files you'll see the preview updating with each new piece of the puzzle. Then it's a good idea to go through and do a visual double check that they're each set correctly. All being well you'll see them all showing up. For example: (Previewing the superb BAT which @Urban Abstraction created. ) Step 10 Finally this isn't necessary in Reader 0.9.3 as it does the re-indexing automatically (other than LotConfig entries, but that's a different thing). But what I did was delete the DIR file and then right click and choose Rebuild Directory File from the context menu. Then click ReIndex too. The DIR file is what contains an index of all compressed entries, and somehow I find this logical to appear at the bottom of the list. Another little thing I'll mention is how the XML file contains the old Group and Instance still. I went ahead and updated this also, but according to DataNode (which @rivit created as a highly useful tool for diagnosing SC4 file relation conflicts), the XML is ignored and not read by the game. The final (final) step is to Save the file. Yes, it would be completely silly to lose all this work now, wouldn't it? So, click the button and it'll all be done. (As ever, a special thanks to Cori for helping me with the proofreading.) -
Hi, I could not find the topic regarding problems from BAT4MAX so I opened this one. I am facing issues while exporting with BAT4MAX under 3dsmax 2012. It seems it is connected to Windows, potentially UAC. I deactivate it from WIndows 7 without positive changes then I moved to Windows 10 but same problem. The .fsh are not integrated properly to the SC4MODEL generated by Gmax and I suppose that Windows is blocking the process. This is what I obtain opening the SC4Model with reader. Anyone managed to solve this problem? Note: I am running Gmax and 3dsmax as Administrator. Thank you in advance.
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Dear All, I don't know if I published this post in a right place, Recently I want some cobblestones, So I try to modify HBS's White Sand with GoFSH and reader and Photoshop, Then I found that when those lots overlap each other, There are some glitches appeared around the overlap area. I think maybe you can see them with the second screen-shot below. Just a sudden and random thought. I guess it's a z-fighting problem, since I remembered some posts had mentioned that before, so I want to change my game from hardware render to software render for a test. Then I don't know why, I just couldn't swith to software mode. Then I try to modify the PEG-PPond Tahoe's water, I just only changed the water's color, Then still the same thing happened in PPond water, so I have a question, If it's a z-fighting issue, why there is nothing wrong with the original lots. Or there were some thing wrong I just couldn't recognized them with eyes. Or maybe it means I should tweak some settings of the S3D's Mats tab, such as 'Flags, Alpha, Depth, Src Blend, Desc etc'. If It isn't a z-fighting problem, Then I will try to learn from Peg or HBS's lot to create a whole new one. As always, Thanks for any help or tips you can provide! Thank you! Sincerely, -- Raymond
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A Question About the Modify of Lot's FSH File
Raymond7cn posted a topic in SC4 Modding - Open Discussion
Hello Experts on SimCity 4: Hello everyone, Good evening! I'm still a newbie of SimCity, today when i read and learn the artical of CorinaMarie Cori's Side Water Alternate Paint Scheme (Tutorial), then an idea came out: There is a stadium in my city, i like it very much since i love football. But it was a little pity that the stadium was not very perfect in my opinion, it didn't has the animation effect and some other players or caoch props in the ground(compare with the Maxis one), i used LotEditor to check this lot and want to add some props and effects into it before, but i found that the whole stadium is a building, all of the props i added were blocking my view by the building.i think the only way to make my thought came true is make a stadium by myself, But apparently i'm still learning the 3DMAX recently, it seems impossible by now. But from the artical of CorinaMarie, i think maybe i can modify the FSH, then i used the Reader and GoFSH to export one FSH for test: I choosed this one and i think if i make the ground transparence, then it may show the props which i added. After used photoshop to edit the BMP(alpha one) that export by GoFSH.(I just modified the A0.bmp, didn't change the C0.bmp): and import this file into the original Model file: Then use LotEditor add some props(Soccer Players): But Still the same when i entered the game: Then i change these settings of the S3D file in Reader: But still the same appearence as before. Is there any mistake or missing steps with my test ? Or in principle, this thought is impossible. Thanks for the people can help me. I look forward your replys. -- Raymond -
Hello, excuse the language but I have been busting my ass all day trying to figure out how to create my own textured freight train box car in SimCity 4, like what this guy "Jestarr" did: https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1572. I believe I have all of the tools but I just don't know where and how to start, I want to start from a maxis-vanilla (original) freight box car and re-texture it for example into a CSX box car? I know that FSH might be involved but I'm new to this type of stuff... Also, I'd like to figure out how to make multiple FSH files to have a normal box car, weathered box car, and a vandalized box car for example or something. For example, the file I uploaded "RHBoxSouthernPacific_109B5800to20.dat"... RHBoxSouthernPacific_109B5800to20.dat
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I can't seem to figure out and put the pieces together... I've been battling with the textures and IIDs for quite a while now. I probably need step-by-step guidance with pictures telling me exactly how to do this. 1. Convert PNG files into FSH 2. Put the textures into the lot editor successfully. Please make or link me to a tutorial on how to do this. I've attached a few example files for you to use as a tutorial. I've also posted my IID. 0xF8B80000 to 0xF8BBFFFF
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I am trying to input my FSH files with the ilive reader, but either two things happen: 1, it gives me an error, 2, it doesn't appear in game. Anyone know how to fix this? Or is it something I'm not doing?
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A quick question that will either lead to some interesting investigation or will be a massive fail. Is there anyway, using FSH tools etc, that BAT renders could be inserted into a blank model? For instance the below pic has 4 views at Z5..could they be inserted into a blank model made by LODS of similar size? If they could, could these render pics be shrunk and then inserted into Z4, 3, 2, 1 etc? If this is possible, then it leads onto further debate..would be morally wrong to bring a model back to life this way, even if it was for personal use only? I guess it would be no different than photoshopping it into a SimCity scene?
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Version 1.1.5.0
1,488 Downloads
This plugin allows Adobe® Photoshop® 5.0 or later to load and save Fsh files. Images containing an alpha channel are handled differently depending on the version of Photoshop. Photoshop 5.5 or earlier will add the alpha channel to the channels palette. Photoshop 6.0 or later will use the alpha channel as the layer transparency. The installation instructions are in the Readme. The support thread is Fsh Format Plugin for Adobe® Photoshop® The source code is on GitHub: https://github.com/0xC0000054/FshFormat -
This is a tool that I wrote to create multi-image textures. It can also add images to a fsh file in an existing dat. If no image exists clicking the "Add" button or dragging and dropping a group of images onto it will create a new image adding all the selected bitmaps. If the file name begins with 0x it will use the file name as the Instance. If a dat has been loaded and the image to modify has been selected from the list additional images may then be added to the fsh using the "Add" button. The "Generate new Instances" option generates new instance id when saving into an existing dat, if it is not checked it will overwrite the existing files. Additional documentation is in the Readme. Download Multi Fsh Tool
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Version 1.3.3.0
1,743 Downloads
This is a tool that I wrote to create multi-image textures. It can also add images to a fsh file in an existing dat. The instance range in "instRange.txt" must be changed to your assigned range from the BSC Texture Index. Additional documentation is in the Readme. The support thread is Multi Fsh Tool The .NET Framework 3.5 Client profile is required on Windows Vista and XP.- 3 Comments
- 16 Reviews
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Version 4.8.6
7,659 Downloads
This tool is a useful aide in the texture creation process for SimCity. GoFSH, which has been written in VB.NET (referencing original FSHTool sources), knows how to make and split (into color and alpha bitmaps) all common FSH files (including animation sets) and make DXT1 and DXT3 FSH files from .bmp, .gif, .jpg, .tiff or .png files. The process is extremely simple, requires only a few clicks and allows you much more time to concentrate on better textures. Additionally FSH file-sets of different scales can be created. GoFSH is built to make batch processing easy and is designed to work closely with iLive Reader. All FSH files in SimCity have been read, modified and manipulated using GOFSH as part of testing, then reloaded successfully into SimCity - so I'm quite sure it works. Included at installation is a quick reference and worked examples (as a .pdf) of how to use GoFSH to produce custom textures. Installation Notes: Doubleclick the .msi file and follow the prompts to install. The GoFSH installation results in 3 files - GoFSH.exe, rvtvbFSHLib.dll and rvtvbGDIP.dll, all of which are installed automatically. It can be installed anywhere. A GOFSH folder is created in the user Profile. It is written for Windows to use .NET v2.0 and the installer will go and get this if it is not on your computer. It is know to run well on XP, Vista, Windows 7, 8, 8.1 and 10 (32 and 64bit). Even though is now version 2.96 and the program has been very extensively tested , there could still be oddities - please read the manual and interact on my Forum Support thread. However I do not accept responsibility for your safe computing practices. Back up everything you do - even before you realise that it is valuable to you - as once lost is lost. rivit 1 May 2013 This version has really changed a lot since v2.2 in 2013. For this I would like to thank RSC04 for the year or so of program development, testing and ideas we shared in coming to this version of the program. rivit 2 May 2016- 20 Comments
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Version 1.0
7,929 Downloads
FiSHMan is a new FSH file management and tweaking tool. This tool allows you to probe FSH files, add and remove sub images and palettes, and even includes a batch processing tool that allows you to quickly and easily generate multiple .fsh textures compatible with SimCity 4. UPDATED DECEMBER 27, 2003: 1) Fixed bugs with auto name generation. Names no longer get truncated if you don't put a number in the output filename. (i.e. use doc.fsh, not doc1.fsh). 2) Alpha map requirement has been removed from the batch processor. A default fully-opaque image will be used if you don't select an alpha map, or, if your base image is a .png, the .png's alpha map will be used. ALPHA MAPS ARE ONLY USED FOR OVERLAY TEXTURES. Updated August 5, 2003: Updated the batch processor. It is now much more flexible in how it handles files and sequences of files. Clicking the Batch Add button no longer processes the batch, it just adds files to the list. Added a new checkbox to enable or disable the automatic generation of scaled bitmaps for base and overlay textures. Now you just have to create the largest image, the 128x128 version of the texture, and FiSHMan does the rest for you. Added a save batch feature, which will save the list of files to be processed to one of two formats: .fbatch,- 4 Comments
- 16 Reviews
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