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geoffhaw

BSC Texture Index

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Here is the section from the completed Instance Spec that shows the layout of all Related FSH files in the game. This should be helpful in pointing out which characters can be reserved or not for various types of textures, so you can make sure things reserved on the Index arent going to mess the game over at any point :)

FSH
--
0x0986135E - FSH - Base and Overlay Textures
0xAAAABCDE
A = OverLay/Base ID
B = Wealth
C = Descriptor (Controls State, and things like Zone Tile Part#'s)
D = Unused, or a 0 on the end of the Descriptor. Your Choice.
E = Zoom
0x1ABE787D - FSH - Building Textures/Bridge Textures/Misc Textures/Network Textures
0xAABBCCDE - Network Textures
A = Network ID
B = Piece Family
C = Piece ID
D = Border Texture Type
E = Zoom
0xAAAABCDE - LODs (Buildings, Props etc.)
A = LOD ID
B = Light (8 or sometimes 9) Flag
C = Zoom
D = Rotation
E = Texture Frame
0xAAAABCD0 - Flora
A = Flora ID
B = Light (8) Flag
C = Zoom
D = Model Variant
0xAAAA000B - Grafitti (1dc##### in sc2.dat)
A = Grafitti ID
B = Grafitti Flag (Should be set to 1)
0xABBBBCCC - Sim & Automata & Fauna & Masks & Clouds
A = Even ID 0-E
B = Texture Family (a624/a478 - clouds, c35f explosions)
C = Texture ID
0xAAAAB00C - Construction & Materials Textures
A = Texture Group (construction and material)
B = ID of Texture
C = Zoom
0x2A2458F9 - FSH - Animation Sprites for Props
0xAABB0000
A = The animation type (light, sport, etc)
B = Animation for that Type
0x2BC2759A - FSH - Transit Piece Masks
0xAABBCCCE
A = Network ID
B = Piece Family
C = Piece ID
D = Zoom
0x49A593E7 - FSH - Animation Sprites non Props
0xAAABBB00
A = What Sim/Animation this is for
B = Action State of this Sim (Same for each Sim/Animation)
ex.
013 - Protestor holding up sign
018 - Protestor with loud speaker
0x891B0E1A - FSH - Terrain & Foundation Textures/Masks/Effect Textures
0x0000AAAA - Terrain
A = Texture ID
0xABBBBCCC - Masks & Effects
A = Even ID 0-E
B = Texture Family
C = Texture ID
0xAAAA000B
A = Foundation ID
B = Zoom
cb6b7bd9 - LE Arrow Images
0xAABBBBCC
A = Image Group ID
B = Image Family ID
C = Image ID
0x46A006B0 - FSH - User Interface Images
0xAABBBCCC
A = Main Group
B = UI/Menu Family
C = Image ID
- Computer specific BAT generated Texture groupid
0xAAAABCDE
A =
B = Normal Map (0) or Lighting Map (8)
C = Zoom
D = Rotation
E = FSH Frame#

----------------------------

Full Group/Instance Spec, along with the Full Filetype Relations spec should hopefully be posted together within a couple of days in R&D in thread for them. :)

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  • Original Poster
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    to Swamper77
     
    Thanks for pointing this out.  I had noticed this as well, but only after I had posted the latest version.  I will check the list and correct all of these.
     
    For those of you who are interested, this is what happened...
     
    I decided to change all the letters in the IIDs from capitals to lower case.  I did a mass replace and all seemed well, at least at the top of the list.  However, it seems that Excel treats 260E0000 in a different way to 260e0000, and it converted the latter to the scientific version of this 'number', 2.60E+02.
     
    to Karybdis
     
    Wow!  thank you so much - this is really useful!  Some of this we had worked out, but to have such a comprehensive list, especially of the non base/overlay textures is great.
     
    One question though, in the GID 0986135e, can you explain what you mean by:
     
    C = Descriptor (Controls State, and things like Zone Tile Part#'s)
     
    This is the one digit of the IID that I was sure did something, but I couldn't nail it down.  I have had trouble in getting textures to degrade during abandonment, perhaps this is where I should look.  (By this I only mean during the initial abandonment period, not normal degredation because of a change in wealth level of a lot.)
     
    Incidently, while I am talking about this, does anybody have any answers as to why textures (including standard Maxis ones) only degrade for the initial 6 months of an abandonment?  It is a bug in the game that I haven't seen mention of here anywhere.
     
    Thanks again.
     
     
     
     

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    Ok. Let me see how I can explain this (I was thinking you'd ask lol)

    Descriptor

    I've seen it used in two instances so far. Of course I havent looked at all the textures. Just as many as I could before going pieeyed

    Unbuilt Lot Textures. Specifically commercial that I spotted. For some lots before they are built, specifically multi-lots, there will be a zone texture that covers more than one tile. In this case, the descriptor tells which part of the zone texture it is. IE bottom right of a 2 wide lot, or left top, or etc.

    True Overlay textures. In the case of a texture such as grass to be placed on a built lot, the descriptor seems to control the state of the lot. IE the descriptor for one texture will have the lots condition gradually degrading by adding more and more open dirt instead of grass. How the game uses these degraded lots I'm not sure. Possibly in combination with garbage or abandonement numbers.

    That's about all I have on it. Hope it helps :)

    EDIT: Oh and the blank bits at the end of that list for computer generated bat bits are dubbed for generated, and modified generated number. I explain them more in the spec, but basically numbers have are random groups that appear to be able to cause conflicts sometimes, and IE the instance bit A = are incremental IDs for buildings a person has made. These should be randomized by each user dependant on what stuff they're making. There appears to be a bug in simcity which makes the random groupid's irrelevant sometimes, though not often, so having a building family of 0001 or 0008 is not very random in an instance. I cant prove this yet, but I've heard of a lot of texture conflicts over the past 9 months.

    EDIT2: Had a report of one of those conflicts as an example. Said person had rendered about 102 buildings or so, and the current render when finished had a standard game animation on it instead of a texture. Obviously the IIDs conflicted but since the BAT uses random GIDs, they didnt, however there was still a conflict, hence the random GIDs are not completely trustworthy

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    Whenever entering Hex code always make sure the formatting is set to Text 2.gif By the way, how did you give the rows such peculiar scrolling? I wasn't aware that could be done.


    Anyways, I would like to request the e5xx series of ID's 1.gif

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    I'd like to request a one WORD range of your choice.

    Edit: Maybe the cc00-ccff range could be appropiated.

    thx
    bean

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    I want to reserve the kexx series, if I understand the system 1.gif

    So before, I shearch how to import my textures in Loteditor.
    I draw them on a paper, but I don't know how get them in Loteditor, if someone can explain me, it could be nice 2.gif

    Thanks.

    Edit: it's ok, I find the technic, testing the prog 5.gif
    but FiSHMan and DatGen don't work on my computer 7.gif
    Has exist another prog to do FSH files ?

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    FYI

    Don't know if there is a 'suitable ' thread around. Haven't found something.

    I've figured out that s3d textures follow this kind of 'rule':

    5th digit:
    0 = day texture
    8 = night texture (seems to be AND-added by alpha map)

    6th digit:
    0 = zoom 1
    1 = zoom 2
    2 = zoom 3
    3 = zoom 4

    7th digit:
    0 = south (to be shown in LE/SC fom this direction)
    1 = west
    2 = north
    3 = east

    Especially the 5th digit would not fit in your theme (zoom controlled by th 8th digit). But maybe...


    Edit: overlooked Karybdis' post15.gif

    ~bean~

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    NDEX recently reserved a partition of these recently, but Im not sure which ones (EQ knows...).


    SC4, Forevermore!

    Currently preoccupied with architecture school...lurking with caution.

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    Posted:
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    Date: 9/15/2004 8:17:57 PM
    Author: Karybdis
    hence the random GIDs are not completely trustworthy
    quote>

    This is also what causes the messed up black box problem for BATs. Whenever the randomly-generated BAT IIDs happen to equal RUL bit-flags, you get zoom-1 network textures replacing your BAT-generated ones. I had to fix this manually on my Water Tower BAT, so I changed the ROTATION digit on all zoom-5 day textures to A.

    EDIT: If possible, I'd like to reserve AF1x to AF5x. I don't see myself creating more than 89 different textures, so someone else can use the other two/thirds of the AFxx block.

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    It's been a while since I updated the Index, so I'll get a new copy onto the STEX by the end of this week.
     
    Meanwhile:
     
    MayorBean:  cc000000 to ccffffff is reserved.
     
    kevcost:  kexx isn't a valid hex number.  You can only use 0 to 9 and a to f.  I have reserved df000000 to df5fffff for you.
    With regard to your question regarding how to make textures, have a look at DarkMatter's tutorial: https://www.simtropolis.com/modding/index.cfm?mode=details&show=136   I'm halfway through producing my own version, which will be posted here sometime soon!  On your other point about not being able to get Fishman and Datgen to work, have you downloaded and installed .NET runtime?  If not, you can find it here: http://www.microsoft.com/downloads/details.aspx?FamilyId=D7158DEE-A83F-4E21-B05A-009D06457787&displaylang=en
     
    DuskTrooper: NDEX's range is e9000000 to e9ffffff
     
    ardecila: I've reserved af000000 to af5fffff to make things easier for me!
     

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    Whoops. I forgot about the af0x range. 43.gif

    I meant to request that anyway, just that posting at 1AM is not the best environment for mathematical thought.

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    ok, I have df000000 to dfff0000; if I understand, possiblities are:

    df000000 ... df100000 ... df990000 (100 units)
    df0a0000 ... df1f0000 ... df9f0000 (60 units)
    dfa00000 ... dff10000 ... dff90000 (60 units)
    dfaa0000 ... dfaf0000 ... dfff0000 (36 units)

    total= 256 units, something wrong ?

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    Version 6 of the Index is now on the STEX.

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    I represent the Split Buildings Initiative in requesting that an IID range be pre-allocated for use by SBI's supporting developers.  ( Read about the Split Buildings Initiative. )

    The pre-allocation would update BSC's texture index to show SBI as the designer for an IID range.  Though SBI would reserve an IID block, SBI would continue to outsource its IID management to the BSC texture index managers: SBI's supporting developers will visit this thread to allocate IID's for individual use from the SBI IID block.  The developer's IID range entry is then updated to show SBI: (developer's name) or (developer's name) subject to the developer's discretion.

    In essence, the proposed system is much like a business credit card: a credit line is pre-allocated for the entire corporation or department, while individuals allocate actual funds to achieve a specific end.

    SBI leaves to the BSC texture index managers the choice of what exact range is pre-allocated, for we feel you can best see the overall IID allocation picture and are therefore best-suited to elect a well-sized range that leaves ample room for future growth. 48.gif

    Thoughts? 1.gif

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    The range 79000000 to 79ffffff is now reserved for SBI as a whole.  If you wish to sub-divide this between yourselves please feel free!

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    Excellent! 44.gif

    Would you agree to allowing split buildings developers to visit this thread and announce a desired IID range from the SBI block?  A developer would come ready with an intended subrange and new text for the designer field so that the texture index may be quickly updated.  Thoughts?

    Also, when will a new version of the index reflecting the SBI pre-allocation be uploaded to the STEX?

    Thanks for your continuing support on behalf of myself and SBI. 1.gif

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    Please disregard the request to allow supporting developers to register subranges in this thread; SBI's texture IID tracking is now handled inhouse .

    The question regarding when a new version of the index will appear on the STEX stands, however. 48.gif

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    I would like to request some ID's for base and overlay textures but I'm unsure whats available,
    so if you could help me geoffhaw I'd like about 200 ID's
     
    Thank you

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    Digger... sorry, BarbyW asked me to help you with this, then I ran out of time, and am on the road for a few days.  I have assigned a range to you, but it is on my other computer at home.... sorry again.  I will do my best to post it for you on Friday, when I am home again.

    Geoffhaw has taken a bit of a sabatical; Barby and I are trying to fill in his duties while he is away.

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    Simgoober and I had a discussion about this and I have a range noted for you. If I have contact with him I shall post it here but I do want to check with him first. Sorry for the delay but I want to be certain before posting.

    Barby

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    Thats ok you guys.....I'm just glad your helping me out

     
    Thank you44.gif

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    Date: 7/16/2005 12:26:14 PM Author: SimGoober
    Digger, sorry for the delay!  I got busy, and completely spaced it....
    Please use this range of numbers : 0xd1100000 to 0xd11fffff

    quote>
     
    Thank you very much simgoober
     
    Digger

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    Hmm, if you've seen my textures, you'll see that I have 0xea76xxxx onwards. Any issues with that?

    edit: Lucky I chose 0xea76xxxx, as 0xea75xxxx is the fireworks effect. 3.gif

    ea76xxxx - efffxxxx, thank you.


    Nine degrees of separation??

    NAM Team member | NYBT Member | NHP Member

    Download the Network Addon Mod and its related components here.

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    Uh, typo?

    It says ea760000 - ea76ffff... it should read ea760000 - eaFFFFFF.

    Just wanted to clear that up, as it's impossible to create textures within such a small range.


    Nine degrees of separation??

    NAM Team member | NYBT Member | NHP Member

    Download the Network Addon Mod and its related components here.

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