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Uni's and Stadiums - What and HOw?


Cris987

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What files do i edit to mod unis and stadiums? It'd be nice if someone can give me an indepth tutorial, but a general one could help me get started.

Thx,

Cris

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Well, I can start you out by telling you what you need to mod stadiums:

FshED: http://www.mvpmods.com/pafiledb/pafiledb.p...=file&id=54

EAGE: http://www.mvpmods.com/pafiledb/pafiledb.p...=file&id=53

GFXPak: http://www.mvpmods.com/pafiledb/pafiledb.p...file&id=108

You'll need a capable paint program too, either Paint Shop Pro 8 or Paintshop. I personally prefer working with PSP, if you're more advanced then Paintshop is probably for you. There's free trials for both programs on their websites. I'm not going to bother discussing OEdit here, there's other threads for that that can explain it much better than I can.

Open up EAGE, open the stadium .big file that you want to edit, and click on the file cram32.fsh that is on the list at the left. Go to File-Extract, save the file, and if it asks if you want to decompress the file hit yes.

Now, open up the cram32.fsh file you just extracted with FshED. You'll see a list of textures on the left. Click on a texture you want to edit, go to Object-Export, and enter a file name and save location. I would personally recommend saving it as a 24-bit bitmap + 8-bit alpha bitmap, because I've had some serious issues when trying to import textures that I originally exported as 32-bit bitmaps.

Now, the 24-bit file is pretty straight forward, this is the .bmp that you will edit with either PSP or PS. The 8-bit file is the alpha transparency file, which dictates what will show up in-game. The white area is what shows up in-game, the black is what doesn't. Make sure they match up, if you do edit the alpha as well.

When you go back to import the texture after editing, make sure the alpha transparency has the _a after the name. For instance, image.bmp and image_a.bmp. If it's still open, go back to FshED, with that cram32.fsh file open, and go to Object-Import. Under Graphic Object, click New, and navigate to the main image (for instance, image.bmp). It automatically opens the alpha transparency along with it. After you've loaded it, you can see on the preview panel on the right how it looks with the transparency, and if it needs any further editing. Leave all the other data fields alone, and click on Update. When done, go to File-Save, to save your changes to the cram32.fsh file.

Now, you have to get your changes back into the game. Put your cram32.fsh file and GFXPak into your root MVP 2004 directory. Create a new file with notepad, and save it as batch.bat. In it, put this:

@echo off 


echo Stadium UPDATE


echo Press Ctrl + C to ABORT, or any other key to CONTINUE


pause>nul


gfxpak -p datastadium/"yourstadiumname".big cram32.fsh


pause>nul


echo Installation done!
If this confuses anyone, then here's an example of the batch file I use for the Arlington night version:
@echo off 


echo Stadium UPDATE


echo Press Ctrl + C to ABORT, or any other key to CONTINUE


pause>nul


gfxpak -p datastadium/"arlinite".big cram32.fsh


pause>nul


echo Installation done!

Save it, and then double click on the .bat file. It should update the stadium file properly. You're now all set, and ready to see it in-game.

This is sufficient to change any texture in a stadium, but not to move them around. You'll need to use OEdit for that. This is something that I myself have not mastered yet, but if you're interested in working with it, I suggest reading these two threads:

http://forums.simcentral.net/showthread.php?t=46468

http://www.mvpmods.com/phpBB2/viewtopic.php?t=794

I hope this helps some of you.

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Arg......looks so complicated. I have no idea what the textures are, well, some of them I know, but others i dun't. Anyways I can get an overall view of the stadium?

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Arg......looks so complicated.

That's why I never bothered asking how it's done. Just leave it to the pros and ALWAYS thank them for the time they spend doing mods no matter how bad/good they are.

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How do I extract the .ord and .orl ? I tried using BigGUI, it doesn't even open the .big file. And with EAGE, it just freezes when I click on the .ord and .orl files.

Btw, wat stadium.big are u guys talkin 'bout? I can only find stadium.big inside the frontend forlder, and it only contains .fsh files.

Instead, I found skydome's cram32.fsh file is in the data stadiumskyday.big

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Well, I got most of this now, after reading Ever's posts. I got mstadium.o, but it only shows the stadiums outline.

What's confusing is I 'm having trouble importing the textures in cram32, and that's the point when Ever's tutorial is cut off.

It'd be so nice if someone can help

Cris

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