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geoffhaw

BSC Texture Index

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  • Original Poster
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    First of all an apology to all those who have been waiting.  I seem to have had a problem seeing this thread.  I've got a shortcut to it, but I must have been seeing a cached copy of the page, and as far as I was aware there hadn't been any recent requests.  Having being advised that there were people waiting, I got to this page through the forum menu and was horrified to see I had a queue!

    So, with humble apologies again...

    @ rivit, your range is 0xF5E8000 to 0xF5EFFFFF

    @ bento, your range is 0xF5F00000 to 0xF5F7FFFF

    @ paeng, your range is 0xF5F80000 to 0xF5FFFFFF

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    Posted:
    Last Online: A long, long time ago... 
     

    Will you please give me a range, I am currently working on a new road texture mod

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  • Original Poster
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    Simguy228, do you mean a texture mod for replacing standard Maxis road textures? If so, you cannot use your own texture IIDs. You have to use the same IIDs as the Maxis textures, and then place your modified textures in a dat file that will be read AFTER the dat file of the textures you are replacing.

    If I have misunderstood what you are planning, please reply and I will allocate you a range of textures for 'normal' ground textures.

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    Hi Geoffhaw, I am wanting to modify an existing overlay texture for use in a lot, and it may be released one day so I figured I'd better get in the right habits straight away. Requesting a range please. Also where is the best place for getting quick advice/feedback on all this? I am slowly absorbing the various tutorials, and the slew of new programs (reader, sc4tool, fshman and the LE) all of this on top of being new to pc's as well (I played the mac version previously) so yeah, my brain is hurting a bit at the moment. I've extracted the texture with reader and fshman, modified it in photoshop, imported it into sc4tool, made the 5 views, assigned a hex (just using the next free id button) saved etc, it all seems to have gone fine but it's not showing up in the LE. I've repeated this process now with no luck. I just want to speed the process up and be told where I'm going wrong. cheers

    (edit - I've made some progress since this (they're showing up), but would still appreciate some more expertise (and the ids)

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    @ thingfishs, your range is 0xF6180000 to 0xF61FFFFF

    Glad to hear that your stuff is showing up. I must admit that I'm a bit of a stranger to the forums these days and a lot of the links I had to old tutorials and threads don't work anymore.

    The explanation of how the IIDs work in the first post of this thread are still valid of course. There have been additions by those who are far more technical than I about some of the finer meanings of some of the IID 'digits', but to be honest I have never had any trouble with operating by the 'simple' guidelines in the first post. I would pay particular attention to the 'fifth digit' - the 'wealth' marker. Most problems people report with their self-made textures have been with this, so I would avoid using 0, 1, 2 or 3 in the fifth position.

    Apart from that, all I can say is that you just search the forums here and at other SC4 sites - this texture thing isn't so hard you'll find!

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    I'd like to make some ploppable real-life painted European road and street intersections (with give-away and stop signs) without changing the old intersection textures. I'm requesting for an IID range for my little project please. I uploaded an example on the stex, but it needs a plop from another plugin and it's not so elegant.

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    I want to make different kind of roadxroad intersections working as roadxstreet intersections (only signs and painted ground) in the future and I want to chose the direction of it. For example there is my unfinished road intersection with stop signs on the stex.

    (edit)

    I only need a small range for a dozen of overlays and a couple of base textures.

    (edit2)

    Sorry, I've changed my mind, I'll replace(hide) the textures with custom (BAT) props, so I wont need the custom textures.

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    Well, you're missing my point - using lots for network intersections should be avoided, regardless if you're using textures or BAT models. You can still use the same technique (adding props to a lot with the Lot Editor), but the layout that has been created needs to be added via a T21 exemplar file, rather than a lot.

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    I have read this 4 times and still have no clue. Can any one just give me a code for me and my textures? I read that you gave BA to someone or something like that, so something that has CT and 1993 in it would be nice, or how ever its done. I'm just not understanding it. blaaah -.-

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  • Original Poster
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    The texture index is for the textures which appear on the ground of the tiles. This is the texture that everything else such as props and BATs sit on. The texture for a BAT is something you apply when you are making the BAT, and as such does not need any number.

    For a ground texture, you make a 128x128 bitmap drawing and then use the texture tool in SC4Tool to convert this into a dat file to put into the game. Once you have done this, your texture will appear in the Lot Editor tool for selection in any new lots you wish to make.

    I can give you a range for the ground textures, but as the numbers are based on hexadecimal numbers, 'T' is not available. Also, as we are using numbers starting with 'F', F1993xxx has long since been allocated. (Back in 2006!)

    Your range is 0xF66C0000 to 0xF66FFFFF.

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    Posted:
    Last Online: A long, long time ago... 
     

    Hello, I got a bunch of good ideas but they require new base and overlay textures (as if we don't have enough already, eh?) Can I have a range please? Thanks!

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  • Original Poster
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    Sorry for the delay, I'm sure I'd checked this thread since 20th February... ah well.

    @ fsfinn1, your range is 0xF6800000 to 0xF683FFFF

    @ Lord Morpheus, your range is 0xF6840000 to 0xF687FFFF

    I would suggest that you check with the RTMT (Road Top Mass Transit) crew over at SC4Devotion if you are planning to release anything you create. Just to make sure that nothing you do conflicts with any of their stuff.

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    Last Online: A long, long time ago... 
     

    Sweet, thanks! Now if only I can figure out how to make those pesky Overlay textures I'll be golden.

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    @ BraveSirKevin, your range is 0xF6880000 to 0xF68BFFFF

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    Hello, may I please have a texture range please? It's for some overlay textures. Thanks geoffhaw.


    userbar_6.1.gif

    Mini_Pride_Flag.png

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    @ Nego16, your range is 0xF68C0000 to 0xF68FFFFF

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    @ mike_oxlong, your range is 0xF6900000 to 0xF693FFFF

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    @ meister1235, your range is 0xF69C0000 to 0xF69FFFFF

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