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Showing results for tags 'gofsh'.
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GoFSH slice n' dice ignores some tiles
TheMurderousCricket posted a topic in SC4 Modding - Open Discussion
Hi Everyone, I am trying to run a 1280x1280 texture through the GoFSH to obtain some image "slices". However, the slice n' dice option, stubbornly ignores five slices that do contain image, claiming that they were ignored because they are "empty"... What seem to be the problem here? Or is the source image simply too big for GoFSH and it can't handle a 10x10 mosaic...? That would be strange because when I added a white "control grid" all 100 tiles could suddenly be processed no problem. -
Version 1.0.0
374 Downloads
This is the Reskin for the Hybrid Railway for the Network Addon Mod 39 (NAM 39) There is one texture set that can be used to make the Reskin but other textures for Ballast Sleepers and Rails can be used (This is encouraged). Instructions to Make Up this Mod Dependencies RVT's Program GoFSH is required to make this mod the current version of writing is (GoFSH 3.6.1) It can be found on the link below. GoFSH Editor You will need the current version of the Network Addon Mod for this mod to show up in game (NAM 39) Please read the points for installing this program on the link above. Before starting - For the HRW Reskin mod you will need about 500MB of space that is freely available on the drive the mod is on. This mod will take about 3MB of space per varient. Future updates will mean a larger mod. This mod is not quite up to the scope of the RRW Reskin. It is designed to reskin the HRW only. Quotes donate that the text was taken from "RVT's" Readme so due credit is given. WARNING: "The scope of this mod means the runtimes are sizeable - it will run fine while you do something else. However the script window stays topmost so move it away to left or right before starting (or if you're on Win10 use a separate desktop). Once the script window is open you can't move the GoFSH window underneath".(RVT 2019) Good Luck - its worth the wait. You need GoFSH 3.6.1 or later to make this Reskin. To reskin the HRW Run the "(Make HRW 1- REDIT Rail SleeperBallast.txt)" file in GoFSH - select your Rail, Sleepers and Ballast - all rail changes Outputs are put into _Install, these are designed to go into Z___HRW Reskin. There will be Three outputs for the base L0 (All required) and Three optional Elevated Texture sets (Choose A B or C). 1)HybridRailway_Textures_DTR 2)HybridRailway_Lot_Support_DTR 3)HybridRailway_Level_Crossings_DTR 4)EL_HybridRailway_(A-B-C)_DTR (Note: Only one of these sets are required) A=Original structural Texture. B=JPN Moonlight Texture. C=Iron Girder and column Texture. (One of these will cover the 99% of the textures used in the Elevated HRW componetry) '==== INSTRUCTIONS FOR THE INSTALLER BUILD ====================== if you are making multiple use-ready sets then archive the contents of the _Install folder for each variant between runs. "It is preferable these not be distributed via the fansite websites due to their size. If you are to be a distributor use Onedrive/Dropbox and advertise the link. Always supply the Rail, Ballast and Sleeper Textures used to make the variant to your end user, so they can make things themselves to match." (RVT) Many Thanks to (RVT) and (rsc204/MGB204) for there input into the reskin project. The key difference with the HRW mod as oppose to the RRW is that it uses a common C0 of Colour Alpha for most of the textures resulting in better customization of the textures. Creators of the HRW Mod. RVT (GoFSH program developer) Eggman121 (Developer for the HRW Reskin) Eggman (2021) Disclaimer While all efforts has been made to eliminate errors, some may still remain. No responsibility is taken for unintended consequences of this mod. Uninstall. To remove the compiled mod remove the following .dat files from your plugins 1)HybridRailway_Textures_DTR.dat 2)HybridRailway_Lot_Support_DTR.dat 3)HybridRailway_Level_Crossings_DTR.dat 4)EL_HybridRailway_A_DTR.dat 5)EL_HybridRailway_B_DTR.dat 6)EL_HybridRailway_C_DTR.dat Eggman121- 2 Comments
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Version 1.0.0
427 Downloads
TIS Texture Replacement automation and Dev Kit With this kit you will be able to create your preferred tram in street(TIS) set. Template files can be found in the package. Kit is provided with Readme file for proper use. There is a tutorial created by MGB on youtube about GoFsh usage and texture extraction. Thank you. Yasin Şen. -
Hello everyone. I've recently opened my eyes to the expansive world of SC4 modding so I thought I'd start a thread to document my work and questions that arise. In particular, I've taken an interest in texture modifications via GoFSH. Thus far I've successfully replace some dirt paths in CP's BSC_TexturePack_Cycledogg_V 01.dat : Eventually, I would like to work out a way to replace all of the textures in this pack to be more consistent with my new preferred terrain mod, Gobias' Sudden Valley. CP's textures are great, but I would like a more unified look. At the same time, I'd like to keep some of the elements of CP's textures, like the flowers and tall grass elements of the lot textures. For reference, here are all of the textures that CP used to create this massive pack: Looking just at the grass textures, we can see there's about 13 varieties, not counting the multi-FSH textures. By contrast, Gobias' SV Base Textures has fewer varieties. Thus, replacing CP's work with this would greatly increase homogeneity. One way I intend to honor the original style of CP's textures is to find a way to replicate the placement of flowers and tall grass texture onto the Sudden Valley base textures. I'm not sure if I will stick with the original colors or try to use colors that match some of Girafe's flora. At any rate, I'm still a photoshop novice so this may take some time. However, once the replacement textures for CP's base set is in place, it should be relatively straight forward to recreate all of the rest of the textures because I can use the alphas from the overlay textures in the pack to create replacement combinations. Where paving exists, I will create new definition alphas to facilitate automatic texture generation in GoFSH. All in all, it's looking to be quite a bit of work but I am excited to work it all out. ---- Switching gears to a much more manageable project, Industrial Revolution Mod fillers. @T Wrecks released excellent filler lots to compliment his IRM mod. @kingofsimcity followed up with an excellent FA version: KOSC teased in the description that grass versions to match @rsc204's TGN mods would be forthcoming, but alas, they have not I'm trying to tackle this issue. I've successfully made a simple GoFSH script to replace the grass texture with whatever you might want it to be. However, the thought occurred to me that T Wrecks original filler set automatically adjusted to my SV Base textures. I thought this might mean that the T Wrecks diagonal fillers were created with the grass as the base texture and the pavement as the overlay, but on closer inspection it is the inverse, the grass is the overlay. KOSC's pieces are the same way, the difference being that T Wrecks' pieces are overridden by MGB's TGN and KOSC's are not. Given all of this, likely the best solution would be to have TGN override these textures as well, rather than a myself throwing something out there. All said, I'm curious whether or not it would be a good idea to have these types of lots created with the textures inverted, i.e, creating overlay textures for the paved portions and using grass as the base. Would this not allow for the grass to switch with whatever terrain mod is installed, assuming it has a base texture replacement? Are there issues with that relating to slicing up and distributing the original NCD lot textures? Interested to hear thoughts on this. Cheers, Flann
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Cori's Side Water Alternate Paint Scheme (Tutorial)
CorinaMarie posted a topic in SC4 Modding - Open Discussion
Cori's Side Water Alternate Paint Scheme (Tutorial) aka C.SWAPS ^ Image created by @Cyclone Boom Many of the water mods for SimCity 4 re-color the surface, but leave the sides as Maxis nuclear blue. Here's a sample from SHK Brigantine 2.0 shown using the SHK_Peg_BrigantineHD_Orig.dat file. (And I intend to show how to create compatibly colored sides.) Before: After: Following up on the guidance provided by @rivit in this post, here are the steps in detail: Tools Needed: iLive - Reader 0.9.3 GoFSH - FSH Texture Editor (version 3.6.1 or later) GIMP - GNU Image Manipulation Program 01. For simplicity, we begin with an empty Plugins folder in which we have created a Side Water folder and dropped in the water mod. The Side Water folder will be where we export and then manipulate two specific textures. 02. Open Reader, load SimCity_2.dat, sort by the Instance column, and find IID 69EFB6F8. It's a narrow 1x128 pixel FSH file. I've zoomed it a bit in this pic so you can see it. 03. Right click on that line and select Add to patch. 04. Now find IID C9EFB727. 05. Right click and Add to patch. 06. Click the Patch button. 07. Click the Create DAT button. 08. Select the Side Water folder and name the file. (The .dat extension will be appended automatically.) Then click Save. 09. Open the file you just created, click the File menu, then click Export all files. 10. Save them into the Side Water folder. 11. Go to the Side Water folder, highlight all .TGI files and the one .dir file and delete them, leaving the two .fsh and one .dat. 12. Now it looks like this with two .fsh and the .dat we made. 13. Open your water mod in Reader. Select the File menu, Export all files, and Save into Plugins. 14. Highlight all the .TGI files (and the .dir if one is present) and Delete them, leaving the .fsh and .dat. 15. So now we have only .fsh and the water mod .dat in Plugins. 16. Open GoFSH. You need version 3.6.1 or later. Click the lower left " ... " to load FSH. 17. Select one of the water mod .fsh in the Plugins folder. Then click Open. 18. Check that Batch Mode is set to Decode then click the GoFSH button. 19. Back in your Plugins folder, highlight all the files that end with -A0.bmp and delete them, leaving the -C0.bmp, .fsh, and .dat files. 20. In GoFSH, click the lower left " ... " button to load more FSH. This time navigate to the Side Water folder and select one of them. Then click Open. 21. Click the GoFSH button. (Decode in Batch Mode should still be selected.) 22. Back in the Side Water folder, Delete the -A0.bmp files, leaving the .-C0.bmp, .txt, .fsh, and .dat files. 23. In GIMP load the 7AB50E44-891B0E1A-69EFB6F8-C0.bmp file (located in the Side Water folder), zoom in five clicks (550%), select the Image menu, and then click Scale Image... 24. In that pop up window, click the chain to break it then enter 128 for the width and click the Scale button. 25. Select the File menu and then click the Overwrite option. 26. Open the 7AB50E44-891B0E1A-C9EFB727-C0.bmp file (located in the Side Water folder), zoom (to 550%) and Scale Image. 27. Same routine. Break the chain then set width to 128 and click the Scale button. 28. Select the File menu and then click Overwrite. If you will be fixing the side water for more than one water mod, you can save a copy of the above two BMP files to a separate location. This way you need not repeat the above steps later on. (These two BMPs are also attached at the bottom of this post.) 29. Now open 7AB50E44-891B0E1A-09187300-C0.bmp from Plugins. This is the zoom 1 texture. Make note of the image size. 30. Now, we want to get the average of all colors. There may be more logical ways to obtain that, but the following method works. Select the Filters menu, mouse down to Blur, then over and click Gaussian Blur... 31. In that pop up window, enter double of whatever number you noted for the file dimension. If it was 256 (for SD texture) then use 512 here. For HD it was 1024 so we double that and put in 2048 for the Horizontal and GIMP automatically makes the Vertical match. Then click OK. (This can take roughly 10 seconds on a 1024x1024 texture.) 32. Just for curiosity we can use the Color Picker tool to see what color we have now. After clicking the eyedropper in the image you can click the foreground box to see the codes. 33. Select the Colors menu and click on Brightness-Contrast... 34. Adjust the Brightness to -42 making it darker. Click OK to set. 35. This time it's important to click the Color Sampler Tool in the image to set the foreground color. And again we can take a peek at what color the image is now. 36. Go back to (or reload) 7AB50E44-891B0E1A-C9EFB727-C0.bmp from the Side Water folder. Zoom in again if reloading it. It's important now to be sure you have the correct side color file as different positions within the image control different aspects of where said colors are applied in the game. Select the Pencil tool, set Opacity to 80%, set the Size to 512, and click somewhere near the middle of the image. You need not be precise on the location as we've made the pencil size significantly larger than the entire image. 37. Select the File menu and click to Overwrite. 38. Go to (or reload) 7AB50E44-891B0E1A-69EFB6F8-C0.bmp from the Side Water folder. Zoom in again if reloading it. Do the same as above with the Pencil set to 80% opacity and size 512. Click somewhere near the middle of the image. 39. The 69EFB6F8 texture has a secondary function inasmuch that the top row (technically the top pixel in the 1x128 version) controls an additive color to the surface water. Since all water mods were made with that being applied in the background we want to set the top row back to the default Maxis color so the color of the surface water will stay exactly the same color you are used to seeing in the game. Click the <- -> button beside the Foreground/Background selector boxes then click within the foreground box there to bring up the color selector box. Type in 55638E for the color. This is a dull blue. 40. Set the Pencil to 100% Opacity with a Size of 1 pixel. Click once (not click and hold) in the upper left corner (where pixel 0,0 is located) then hold down your Shift Key and drag a line over to the far upper right corner and click once there. This will paint the whole upper row to the Maxis default dull blue color. 41. Zoomed in so you can see that top row. 42. Select the File menu and click Overwrite. 43. Back in GoFSH click the upper left " ... " to load a BMP file. 44. Select one of your modified side textures in the Side Water folder and click Open. 45. Select as A8R8G8B8 for Encoding Settings, set Batch Mode to Encode, then click the GoFSH button. 46. Now click the FSH x DAT button. 47. In the pop up box, click the Create .dat from LoadList button. 48. Navigate to the Side Water folder and select the _ReaderLoadList.txt file then click Open. 49. Give the file a Name and Save. (I use the whole first part of the original water mod name and then add my text after that so they will group together alphabetically in File Explorer.) 50. And now some basic clean up. In the Plugins folder, highlight the .txt, .fsh, and .bmp files and Delete them. 51. Do the same in the Side Water folder leaving only the .dat file you just created. 52. Copy your new .dat file to the root of Plugins then highlight and Delete the now unneeded Side Water folder. 53. And here's what's left in Plugins. The original Water Mod and the new Side Water mod you created. From here you can Copy these to your main Plugins, Delete this temporary one, and Rename your original folder back to Plugins. 54. And here it is again shown in the game: For convenience, here are the two original Maxis side water BMPs already expanded to 128x128. If using these you can skip the steps related to creating them. Both Original Side Water BMPs Expanded to 128x.zip- 44 Replies
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Scripting Reader to place sidewalk textures on overpassed networks
delta9 posted a topic in SC4 Modding - Open Discussion
Hello Simtrop! Boy this place has changed. Recently getting back into the game after many years, and a lot more on the modding side this time around too, thanks to all the wonderful things GoFSH can do to customize your game (can't thank rivit and MGB/rsc and everyone else enough for that). It's been crazy trying to catch up on how far things have come, much less trying to remember where I left off. So, much to my joy I learned that RHW can go over NWM now, and much to my dismay I ran into my old nemesis, the sad, bare network textures under overpasses. I searched high and low for a mod or script or anything that could do this for me. The closest I got was MGB's underbridge and the JPN Facelift, which while brilliant, were narrow misses. I already adventured through the Reader figuring out how to change base textures on lots (note to self: make alphas to GoFSH the grass on Clayhurst lots) so I figured there has to be a way to do this. After much digging (and lots of glass shattering sounds because of Simtrop's Xmas CSS...) I found this SC4D thread by ebina from almost 10 years ago telling how to add base textures to a puzzle piece. Followed the steps, and with a little trial and error due to missing imageshack pictures and never messing with S3D files before, I got it to work! First on the Road, then the TLA-5: I'm using Gobias's Brooklyn Brick (HD) and this directly references the mid-wealth sidewalk texture Instance. Of course, now I have to figure out why the Road one is scaled down to SD and properly shaded while the TLA-5 one is at the proper resolution but needs color correction. My first mistaken attempt at the Road had the sidewalk layered on top, but it was HD with the puzzle piece brightness, so I'm not sure what happened. So, to the main point, that's fine and dandy, but I don't want to do this by hand. I want to script it, but try as I might I can't figure out how to muck with anims/meshes/frames. The code for textures makes sense to me and I can get it to work, but not frames and meshes. Part of the confusion for me is not knowing exactly what a "block" refers to on the anims tab. "s3d_Count(s3d, 5)" returns that there's only 1 anim element. Aren't the meshes the anim elements, given that textures are mats elements? And are frames elements of meshes as the script code and Reader UI would indicate? The plan is to export relevant S3Ds to separate dat(s) and process those. The exact steps that need to be performed (aka automated) on each S3D file is as follows: - Mats > Add Texture - Set Texture >> 0x08200004 - Set Flags: depth test, texturing, backface culling; Alpha Func: greater than; Depth Func: less than or equal; Src Blend: one; Dest Blend: zero; Alpha Threshold: 0; Wrap Mode U: clamp V: clamp, magni filter: bilinear; mini filter: linear mipmap linear (trilinear) - Anims > [last mesh = 4th mesh = L0 network i.e. Road] >> first/only frame >> change/increment Mat Block from 3 to 4 - Add Group >> first/only frame >> set vertex block = 3, index block = 0, prim block = 0, mat block = 3 (same as L0 network's initial settings) - Save S3D Seems simple enough but I just can't crack it, and scripting Reader doesn't seem to have ever been a popular topic, at least on anything Google has managed to crawl. Thanks for any help you can offer. Sidebar funny/tragic story: through some mix of confusion and swapping addons back and forth and figuring out how to GoFSH everything, I nailed one of my other ancient enemies: SAM-7 textures for connecting to NWM. I spent several hours learning GoFSH and making a full texture replacement for all SAM-7 x Ortho&Diag NWM only to learn Tarkus had already done a better job with his Default Asphalt Streets... which I was already aware of and had used at that point! I think trying to use TGN and TRK-NAM at the same time and/or in wrong loading order, and later removing TRK-NAM had convinced me they still didn't exist. oof -
Hello everyone, I have changed my display name as I work on stuff to release on to the exchanges. Satoshi is a online nickname I use after the Japanese name for Ash Ketchum, by the way, and not after the founder of blockchain and Bitcoin, the mysterious Satoshi Nakamoto. Anyways, I'm working on a few different things right now. Have been experimenting with GoFSH and have I guess what would be better to call a 'rough draft' of a retexture of Paeng's Bicycle Paths using the highwealth texture from Catalyst's Asphalt Sidewalk Extension Mod. I got the idea to start using this texture actually from @rsc204 and his addon to the Catalyst one. However, instead of Bicycle Paths I'm re-purposing them as more of an Urban Sidewalk to be used on custom lots and to be made into custom filler pieces. The lots in the picture are the lots included with the Paeng Download and had been relotted by me a bit before I started the retexture, so sort of ignore the props because that is all going to change. I'm also gonna link two pictures of the SuperSHK Parking relots that I'm doing. This would be cool to eventually release with @kingofsimcity's permission as I used his repository and, I'm assuming, will adapt to whatever texture set up you would have in regards to that pack. Lastly, work continues on the retaining walls I'm making using the prop from @Bipin's Concrete Retaining Walls. But I was thinking as maybe my first BAT project, remaking if possible Bipin's prop and adding Diagonals and grafitti. Probably a bit out of scope as I have no modeling experience but you gotta start somewhere? Again, that's a big maybe, and if I don't decide to do it will still be continuing with the Ortho pieces In addition, I will be doing relots of BATs and if people like them I’ll try and release that too. The general focus of all these projects is creating urban settings with unified textures. Looking forward to moving forward with things for a first release of something!
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Hi I try desperately to understand and make textures whose grass of terrain appears. As stated in the doc, just do the two files: texture and multicolor for grass and paving. So I realized the complete textures, slice'n dice the files to get : TGI_C0.bmp and TGI_D0.bmp grass files representing the Cyan grass areas. Like this .. The GoFSH doc says to run a script, so I tried this: _GOFSHBUILDFILE SRCDIR = D: \ SC4_dev \ SC4_scoty_crea \ Scoty_Parking \ BMP_base DESTDIR = D: \ SC4_dev \ SC4_scoty_crea \ Scoty_Parking \ FSH_base GENERATE = W13 'Package all these parts SRCDIR = D: \ SC4_dev \ SC4_scoty_crea \ Scoty_Parking \ FSH_base DESTDIR = * PACK = scoty_modular_parking_cpl.dat And here is the drama ... small precision: I have 150 textures to generate or 750 FSH expected. Here is the result displayed: It generated 780 FSH (??) for 156 files of departure (???). Some have the right treatment. But ... I find myself more with texture files that take a TGI to other files: like this one with the same TGI of the curve (see the first picture) More repetition of textures with a grass mask of another texture; furious mixtures in short. Very strange all that! Bug or mistakes made from the start of my treatment. I tried several methods of [GENERATE]: W13, or EDIT + VARY = GRASS ... etc ... Of course I referred to the doc, but I have trouble understanding some concepts with RGB channels. With the little contradictions on the Cyan that requires a value in each of the channels, while the doc says it should not read in the Red channel. If anyone could tell me what I'm doing wrong in the process !! Thank you in advance. Regards
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Hello, I test for the first time the excellent GOFSH. I cut a big picture and produced the BMPs. I'm trying to generate the FSH of the directory containing my BMPs, (new, select one BMP, append, saveFSH), but GOFSH does not start batch processing when I click on [GOFSH]. Any ideas ? Thanks
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(Mod note): Just in the process of setting everything up. It may take a while, for now I'm keeping this thread locked. Go-FSH Texture Automation This thread will serve as a home for discussion of Texture Automation for SC4. What is texture automation and why would I want to use such a thing? In the past, if you wanted to customise in-game textures, it meant a lot of arduous work, finding, extracting, converting, editing and then re-packaging textures. But recently GoFSH has been developed to automate many common tasks, which is good news not just for modders, but for regular folks too. It is now possible for creators to release customisable texture mods, users just need a copy of a working repository and GoFSH will do almost all of the work for you. How does this work in principle?, for example, say you'd like to see a custom sidewalks on those NAM textures which otherwise won't show them. That's exactly what my SWN mod was designed for, however rather than being limited to the handful of sidewalk variants I've released, you can use the same process to make a custom version. You simply download the SWN repository, install the GoFSH application (STEX Download here) and use them to create your desired sidewalk mod. Below are some basic tutorials to get you up and running. I hope to add a list of available repositories (with links). I'll also be adding some of the more complicated stuff in due course.
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Since GoFSH has been around since 2011 its probably fitting that it has a dedicated support topic. It will probably contain Tips and Tricks and Examples of things that can be done with GoFSH and Bender. However, I'd also like to use this topic to talk about making textures in general. I envisage this topic to be both informative and contemplative (hence the title). Please feel free to contribute your questions, insights and knowledge. I know there are many great texture wranglers in this community. Its almost exactly 12 years since I first dared to submit a modd for SC4. The HerringboneBrick Streets were made the hard way - all manual and using a program called FSHMan which didn't always work as expected. There was a lot to learn. It took me about three months to make just one set of $$$ wealth street textures but it was worth it. Eventually this has led to GoFSH and a number of new mods as my skills and productivity improved. For anyone interested below is the original High Quality Herringbone Brick texture - feel free to use it in BATs or other textures - maybe a Euro sidewalk mod or replacing some hackneyed Lot Texture/Overlay. These are appropriately scaled for SC4, but you may want to adjust colors or rough them up a bit to fit your purposes. There are three sizes in the zip 128x128, 256x256, 512x512. They will tile without seams. HerringbonePavingRed128.bmp RedHerringboneBrickPaving.zip

