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We haven’t noticed a great deal of TexMod retextures in use in RCT3 screenshots and the tutorials available on the internet are not specific to RCT3 so we thought it best we tailored this information for RCT3 and shared it.

Let’s  assume for the purpose of this tutorial that we want to change the texture of the grass in a park.


If you did everything right you’ll receive a message telling you how many files were added and that you succeeded.  The number of images you’ve retextured should match the number of files added.  A window will display so you can select where to save your .tpf file.

Once you’ve saved your file you can check your pack in RCT3 to see your results.

To keep your .tpf filesize down be sure and delete any image you’re not including in your pack and also its related entry in the TexMod.log file. In this way it is possible to extract 100 textures but to later make a pack containing only 20 retextures.


Launch TexMod.


At the top left in the TexMod pane you’ll see a folder icon.  Click on that and browse to your RCT3.exe file.  Select the .exe file.


Empty your RCT3 Themed folder of all files except those that came with the original install and those CS files you specifically want to retexture (this saves you scrolling through tens of thousands of custom texture entries unnecessarily).


Set TexMod to logging mode.


The three boxes down the left should come up already ticked by default.  The important one is the bottom one that is checked so TexMod will replace the in-game textures with a chroma green texture while logging. Leave the boxes on the right unchecked.


To start with, the defaults for exporting to .bmp and using enter to log are just fine.  If it turns out later you want to change the file extension that the images get saved as then you’ll need to restart TexMod.  TexMod’s output folder defaults to the location from where TexMod was launched.


Open RCT3 through TexMod by going to the bottom of the TexMod pane and selecting Run.


Open a new empty sandbox in RCT3.


When in RCT3 position the camera so you can see the grass clearly.


When RCT3 is launched through TexMod a small menu with red writing will appear at the top left of RCT3.  Use the – sign on the number pad to scroll backwards through all the textures until you come to the grass.  The + sign seems to take the viewer through most of the RCT3 launch textures first.  You will know you have come to the grass texture when the grass turns chroma green.  Press enter to save the texture to your TexMod folder.  TexMod will automatically create an output folder called Out in the location from where it was launched.


While looking for textures in RCT3 with TexMod many times the game will display several textures that appear to be the one you want but the only one you are interested in is the one that changes to chroma green when you’ve scrolled to it with + or - .


Do not select* or / as you will limit yourself to the number of textures you can scroll through.  If you are having problems scrolling through every texture chances are you’ve inadvertently pressed * or / so you will need to press one or the other again.


After your image is exported into your TexMod folder you will see what the default size the image is.  Old-Spice and djF have used images in different sizes to those that the game uses but I always keep mine the same size because I don’t know how, when or why to change the image size.


When you’re done you will notice that in the Out folder TexMod has also saved a text file called TexMod.log.  This file will open with Windows text editor.  That’s where you’ll find the hex code/file path of the extracted images.  djF has altered the hex codes of the images in his Terrain ReTextures and I don’t know how he’s done that.


Find your Out folder containing the images you extracted with TexMod.  Identify the image you want to work with and open it in your image editor.  When you’re done be sure and save it with the exact same name as you found it in the Out folder.  As I’m not familiar with resizing texture images through TexMod I’d recommend starting out making your retextures the same sizes as the TexMod extraction images.


When saving your image save it with the same file extension as you found it.  If you’re changing the file extension be sure and also change it in the TexMod.log document.


When your images are edited and your .log file is ready, open TexMod and select the option to the right of the pane for Package Build.


Browse to the location of your Out folder in TexMod.


If desired put in your creator name (I use my CS prefix) and a comment so when the package is loaded in TexMod by the user they’ll have a description of what it is.


Click Build.