Difference between revisions of "Tutorial:Extracting Textures"
m (1 revision imported) |
|||
Line 1: | Line 1: | ||
+ | {{tutorial |author=Jeronij |site=SimCity 4 Devotion}} | ||
+ | Hi, I just answered somebody`s private question, and I though the answer could be useful for other players as well, so I post (and extend) it here:<br><br>This is a tutorial for newbies who want to start dealing with custom textures and BAT models using the original Maxis textures. <br><br><b><span style="font-size: 10pt; line-height: 1.3em;"><span style="background-color: red;">TRANSIT TEXTURES</span></span></b> ( The easy ones)<br><br>You need the Ilives Reader installed and linked to the game folders. <br><br>Open Ilives Reader and go to : Tools --> Texture Viewer.<br>Then select the desired transit network ( tree on the left) and the textures appear on the right. Zoom 5 for the right textures.<br>Right click on the texture you want to export and choose "Save FSH". Two files will be created wherever you saved the texture.<br><br>Now you need to open the new fsh file with Ilives Fishman tool to convert it into a bitmap file<br><br><div class="quoteheader">Quote</div><div class="quote"><b>Creating and editable bitmap file with Fishman.</b> <br>Go to File --> Open and open your file. In the tree on the left select the Bitmaps folder. Right click on the small bitmap icon and select --> Export --> Color. <br>Select bmp type and give it a name. Save and you have your texture in a useful filetype for any software.<br>You can also extract the alpha maps ( for transparency) using the same method. Just select "alpha" instead "color"<br></div><br>You can find both programs, <b>Ilives Reader and Fishman</b>, in the <i>Modds and Downloads </i> section at [[Simtropolis]].<br><br><b><span style="font-size: 10pt; line-height: 1.3em;"><span style="background-color: red;">OTHER TEXTURES</span></span></b> ( Rock, water, custom textures, etc...)<br><br>You need to start Ilives Reader. Open the dat file containing the textures. The Maxis textures are found in the 5/6 original Maxis files. SimCity_1.dat to SimCity_5.dat. Also EP1.dat (in my version) contains textures (mainly buildings).<br>Once you have found your texture ( you can use Ilives Reader filters to help you with this), make sure you select the biggest one in the series. <br><br><div class="quoteheader">Quote</div><div class="quote"><b>Extra quick explanation about textures IDs</b>.<br> <br>Normally you will find until 5 textures for each final texture. One per zoom level. Its Instance number keeps the following patterns:<br><br>For Lot Editor Base and Overlay textures and Water textures:<br>XXXXX001 to XXXXX004 being XXXXX004 the biggest texture ( closest zoom level)<br><br>For Rock textures:<br>XXXXX044 to XXXXX444 being XXXXX444 the biggest texture ( closest zoom level)<br><br>Quick Info:<br>The TGI for rock mods is: 7AB50E44 891B0E1A 00000444<br>The TGI for water mods is: 7AB50E44 891B0E1A 09187304 <br><br></div> <br>You can already see the idea, right ?¿<br><br>Back to topic, once you have found your texture, select it and right click on it. Click on : " Save decoded file(s)" and save your file. You can give it a .fsh extension or not. It will work anyway. | ||
+ | |||
+ | [[Category:MOD Tutorials/Textures]] |
Latest revision as of 09:10, 24 October 2019
This article is a tutorial It was originally written by Jeronij, and retrieved from SimCity 4 Devotion. This tutorial has been automatically protected because it is considered to be finished. You can suggest changes in the Tutorial Requests and Suggestions article. |
Hi, I just answered somebody`s private question, and I though the answer could be useful for other players as well, so I post (and extend) it here:
This is a tutorial for newbies who want to start dealing with custom textures and BAT models using the original Maxis textures.
TRANSIT TEXTURES ( The easy ones)
You need the Ilives Reader installed and linked to the game folders.
Open Ilives Reader and go to : Tools --> Texture Viewer.
Then select the desired transit network ( tree on the left) and the textures appear on the right. Zoom 5 for the right textures.
Right click on the texture you want to export and choose "Save FSH". Two files will be created wherever you saved the texture.
Now you need to open the new fsh file with Ilives Fishman tool to convert it into a bitmap file
Go to File --> Open and open your file. In the tree on the left select the Bitmaps folder. Right click on the small bitmap icon and select --> Export --> Color.
Select bmp type and give it a name. Save and you have your texture in a useful filetype for any software.
You can also extract the alpha maps ( for transparency) using the same method. Just select "alpha" instead "color"
You can find both programs, Ilives Reader and Fishman, in the Modds and Downloads section at Simtropolis.
OTHER TEXTURES ( Rock, water, custom textures, etc...)
You need to start Ilives Reader. Open the dat file containing the textures. The Maxis textures are found in the 5/6 original Maxis files. SimCity_1.dat to SimCity_5.dat. Also EP1.dat (in my version) contains textures (mainly buildings).
Once you have found your texture ( you can use Ilives Reader filters to help you with this), make sure you select the biggest one in the series.
Normally you will find until 5 textures for each final texture. One per zoom level. Its Instance number keeps the following patterns:
For Lot Editor Base and Overlay textures and Water textures:
XXXXX001 to XXXXX004 being XXXXX004 the biggest texture ( closest zoom level)
For Rock textures:
XXXXX044 to XXXXX444 being XXXXX444 the biggest texture ( closest zoom level)
Quick Info:
The TGI for rock mods is: 7AB50E44 891B0E1A 00000444
The TGI for water mods is: 7AB50E44 891B0E1A 09187304
You can already see the idea, right ?¿
Back to topic, once you have found your texture, select it and right click on it. Click on : " Save decoded file(s)" and save your file. You can give it a .fsh extension or not. It will work anyway.