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geoffhaw

BSC Texture Index

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    @ kbooms1w your range is F2300000 to F23FFFFF

    @ Chrno your range is F2400000 to F24FFFFF

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    @ Frankie_Grove your range is F2500000 to F25FFFFF

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    @ dmscopio your range is F2600000 to F26FFFFF

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    can i have a IID for 10 textures that im about to realease at stex, thank you!

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    @ HabLeUrG your range is F2700000 to F27FFFFF

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    @ debussyman your range is F2800000 to F28FFFFF

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    may i request a set of textures idds for the Simtropia Productions (SMP) team? thank you in advance

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    @ mjig_dudy your range is F2900000 to F29FFFFF

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    I would like to request a range for at least 50 textures as I have several textures I want to release with my STEX Modds. Thanks in advance.

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    geoffhaw, there seems to be a texture conflict between textures published by sc4jeeks and SimMars (pmiller19574). The textures published by sc4jeeks seem not to have stayed within his assigned range. Textures by sc4jeeks have been extensively used by Bobbo662.

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    Hello, I'd like to request a range please. Thanks in advance

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    @ fastburst your range is F2A00000 to F2AFFFFF

    @ Frigid your range is F2B00000 to F2BFFFFF

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    hey geoffhaw, i would like to request a texture range please, probably about 100 textures eventually! (a long time away yet)

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    @ freedo50 your range is F2C00000 to F2CFFFFF

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    for the delay...

    @ sepsis your range is F2D00000 to F2DFFFFF

    @ xcalbier (via PM) your range is F2E00000 to F2EFFFFF

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    In order to preserve the ranges of IIDs available, I will now be issuing smaller ranges.

    @ ebina your range is F2F00000 to F2F7FFFF

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    @ dedgren your range is F2F80000 to F2FFFFFF

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    I know this sounds like Dickens, but may I have more, sir?

    My sense is that I can make the range I was given into IDs for eight separate textures.  I've used five of those, and will need 11 more for the remainiong wide radius curve pieces I'm doing.

    I promise I won't waste them.

    My presumption is that I would get F300000 to F30F0000- I'm probably wrong, based on my weak knowledge of hexadecimal.  Let me know, please.

    Thanks in advance.

    David


    ____________________

    D. Edgren

    pC7xdO.pngiZbJCf.png

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    @David: You should brush up your knowledge about hexadecimal values a bit. The range Geoffhaw handed out should give you about 500,000 different IDs, that's more than you're ever be able to make in your whole life. 2.gif Like decimal numbers, you have to start from the last digit, so F2F80000 is one texture, F2F80001 the next one, then F2F80002, F2F80003 and F2F80004. Since there are five zoom levels, these five IDs are needed for one texture in the game.

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    Oh, I am but a simple fool who knows not what the h-ll he's doing...

    LOL, Andreas.  Thanks for setting me straight (in that very proper Teutonic tax-examiner sort of tone).  I guess I've looked at too many things where adjacent texture IIDs were set 1000 (hex) apart and just figured,

    ...well, if that's how you do it.

    Cancel that last request- I've apparently got plenty of room with what gh gave me the first time around.

    ...and all the rest 'a you folks- you know who you are.  Stop that laughing!

    David


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    D. Edgren

    pC7xdO.pngiZbJCf.png

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    OK, I'm a fool- but I'm a fool with a problem.

    When I squish down the texture increments, like this

    sc4tooltextureprob02nw0.jpg

    It processes through the Lot Editor quite nicely...

    sc4tooltextureprob03yp8.jpg

    ...but when I try to plop the lot in the game, it not only doesn't show the textures, but picks up the one at 0xF2F80000.

    sc4tooltextureprob01eh6.jpg

    This has killed the last few hours.  It works fine when I put them 10000 (hex) apart, i.e.: 0xF2F80000, 0xF2F90000, 0xF2FA0000, etc

    What's up here- I give up tonight.  I'm sorry I'm such an igmo when it comes to this, but I just don't have the time to learn everything...

    Help?

    David


    ____________________

    D. Edgren

    pC7xdO.pngiZbJCf.png

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    Don't mind about that. At first, I assumed that every texture needs four unused first digits, too. 2.gif

    However, you should be aware of this:

    The fifth digit indicates the wealth of a texture (only for growables, AKAIK). Therefore, you shouldn't use the digits 0-3.

    The sixth digit indicates whether a Lot is downgraded or abandoned (again only growables), but it would be better not to use the digits 0 or 1.

    The seventh digit shoudn't be 0. I don't know why, but if there is was such a texture, all the textures with 1-F as seventh digit wouldn't appear in the game, but the one having 0 as seventh digit.

    The eighth digit determines the zoom level.

    These findings are based on my current state of knowledge and experience, so I can't take responsibility for the correctness of this information.

    Thus, regarding your texture range, I'd suggest using 0xF2F84210 as first IID for a texture.

    BTW, you can mirror textures in Lot Editor using the M key.

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