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Remember that the 5th digit is a wealth determiner. F78C0000 is a low wealth texture because that 5th digit is a zero. It will only show up in low wealth areas. So you are probably best to start your sequence with an alpha as the 5th digit./quote]It's actually F78C1000 that would be a low wealth texture. 0 would be zero-wealth, not to be confused with "no wealth".Indeed, not only that but using wealth based textures will use up that entire area (I don't want to use the word "range"). Wealth textures are interesting though.A $ texture is made, say 12341###-12341### (# means anything). Alone, this texture works fine for all lots. Now make the higher wealths 12342### and 12343###. What happens is that these textures are sort of "familied". Even if you put the $$$ texture on a $ lot, you will see the $ texture in-game. They can be looked at as one texture. It's useful because if you put this texture on a $$$ lot, and the lot distresses to $$, then the $$ texture will be displayed.However, at that point you can no longer use the 1234#### "area" for anything else. You would have to change on of the first 4 digits. Since the only digit we can change in our range is the fourth one, we are pretty limited if we choose to make wealthed textures. Like Jim says though, there are a lot of textures needed to fill a range.SimCity has also used the 6th digit in it's textures. If the texture is wealthed, then the 6th digit being a 1 means that this is the texture that will display when the lot is abandoned.I think you can put a wealthed texture on a lot with no wealth (not zero wealth, no wealth property at all) and it's textures will inherit the wealth of the surrounding area.
Yes. I want to make sidewalk textures.