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BSC Texture Index

Started by geoffhaw, August 20, 2007, 02:43:48 PM

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Sam Johnson

I would like to request a range, please .

Thank you in anticipation  :)

Victor Gonzalez

May I request a texture range please.

geoffhaw

Wow!  I don't think I've done 5 at once - here goes...

@ swat-medic, your range is 0xF4700000 to 0xF477FFFF
@ TwistedMentat, your range is 0xF4780000 to 0xF47FFFFF
@ Gwail, your range is 0xF4800000 to 0xF487FFFF
@ Sam Johnson, your range is 0xF4880000 to 0xF48FFFFF
@ Victor Gonzalez, your range is 0xF4900000 to 0xF497FFFF

Heblem

#83
I will take 0xF5000000 to 0xF50FFFFF, 0xF5100000 to 0xF51FFFFF, 0xF5200000 to 0xF52FFFFF because I need it urgent for a mega texture set im working on.

The set will include also 0xF4900000 to 0xF49FFFFF, textures by Victor Gonzales.
Thanks!
Eblem

Edit: Ok thanks Barbyw, but just to note i will be using the next values, so to make sure nobody uses it, the problem is that I already im using these ranges... so to avoid conflics just those im using:
0xF49A0### to 0xF49F0###
0xF50A0### to 0xF50F0###
0xF51A0### to 0xF51F0###
0xF52A0### to 0xF52B0###

BarbyW

#84
Heblem, please don't take those ranges as although it may seem as though those are the next to be allocated they may not be. You must wait for geoffhaw to allocate you IIDs.
Inside every old person is a young person wondering what happened. TP



Barbypedia: More alive than the original

Andreas

Quite right. I chose FF5Fxxxx a veeeeeery long time ago for my personal modding purposes (not specifically textures, but prop families etc.), and there are a few other occasions where this happened before those indices were set up.
Andreas

BarbyW

Heblem: I repeat PLEASE DO NOT:
Quotebut just to note i will be using the next values, so to make sure nobody uses it, the problem is that I already im using these ranges... so to avoid conflics just those im using:
0xF49A0### to 0xF49F0###
0xF50A0### to 0xF50F0###
0xF51A0### to 0xF51F0###
0xF52A0### to 0xF52B0###

Apart from anything else your numbering is incorrect as the the range after 0xF49A0### is NOT 0xF50A0###
If you use these you may well end up with conflicts.
YOU MUST ASK GEOFFHAW AND WAIT FOR HIS REPLY.
Inside every old person is a young person wondering what happened. TP



Barbypedia: More alive than the original

Gwail

Heblem, if you really in hurry (another Posada Festival piece, huh?) and geoffhaw sometimes seems to be MIA, you can take my range (0xF4800000 to 0xF487FFFF), I can wait a while for another one.

Is that acceptable, both for geoffhaw and Heblem? Let me know :).
My misc works thread:
GWL workshop

BarbyW

Thank you for your offer, Gwail, but it is not necessary. Heblem cannot possibly need that number of texture IIDs before geoffhaw sees his post. LBT have a range already and he has Victor Gonzales' range so that should be more than enough.
Inside every old person is a young person wondering what happened. TP



Barbypedia: More alive than the original

RippleJet

Quote from: Heblem on December 19, 2008, 01:15:54 AM
I will take 0xF5000000 to 0xF50FFFFF, 0xF5100000 to 0xF51FFFFF, 0xF5200000 to 0xF52FFFFF because I need it urgent for a mega texture set im working on.

The set will include also 0xF4900000 to 0xF49FFFFF, textures by Victor Gonzales.

Wow, talk about mega pack... ::)

Texture families 0xF490 through 0xF49F and 0xF500 through 0xF52F means 64 families.

Each "family" can contain 3,072 (12×16×16) wealth independent textures:

  • Bit 5: anything between 4...F (12 values)
  • Bit 6: anything between 0...F (16 values)
  • Bit 7: anything between 0...F (16 values)

In other words, 64 × 3,072 = 196,608 different textures...

PS. I would also recommend not to use "0" in the 5th bit.


Quote from: BarbyW on December 19, 2008, 03:45:45 AM
LBT have a range already and he has Victor Gonzales' range so that should be more than enough.

The range assigned to Viktor Gonzales alone includes 8 families (0xF490 through 0xF497), totalling 24,576 textures...
Even if he would create 10 textures per day, that range would last till the year 2015...

Heblem

#90
We got 1,100 textures, so multiplying it to 5 (for every zoom) would be 5,500... so  :-\  maybe I just simply don't know how to do it, if so then all the texture packs i have done (including the recent one texture pack 2) are incorrect... but for to be sincere those textures has been working on my lots and I haven't seen any problems with it, even the incorrect textures from LBT Texture Pack 1...

The new texture pack im doing I need to get it ready for a new lots for the posada as Gwail mentioned, so I'm like rushing myself to get it done by today or at least for tomorrow, I have been working on these textures during the last 15 hours continues, so im not planning in give a step back due I nearly get it finished &mmm Thanks Tage for your info that had would be so useful for me since long time ago, so I think with Victor range would be enough, now I understand... but the problem is to change every texture value I did and do it over again... &cry2

Edit: here are all my available ranges 0xF2700000 - 0xF27FFFFF, 0xF4600000 - 0xF46FFFFF and Victors 0xF4900000 - 0xF49FFFFF

The 0xF2700000, are at the LBT Texture Pack 1 and the small set of textures from the Prop Pack 1, also some textures are from Mock Town project files and Canatlan Files

The 0xF4600000, are at the LBT Texture Pack 2, which are the parking lot set textures.

As for Victor's (0xF4900000), supposed to be for the LBT Texture Pack 3, which the textures are by him and some by mine I did...

What I though about doing texture its the next:
For ej...
The 0xF49, was the designated number...
4 digit, was an extra instance number for accommodations as like a, b, c, d, e, f, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 (which I get 16 families of textures)

5 digit, was the health type, so I thought using a 0 would set it as neutral (no wealth) as like 1 for low, 2 for medium and 3 for high

6 digit and 7 digit are for accommodations number (getting a range from 1 to 99 textures per family) so actually I can do 16 families of textures (giving into a total of 1584 textures, not enough for 5,500) so if I need 5,500 , I thought I would use like 3-4 ranges of textures...

the 8 digit is zoom level, so I set it by default 0

Again that was I though and thats how my textures are designed (starting from the Canatlan files to texture pack 3)



RippleJet

Quote from: Heblem on December 19, 2008, 05:17:54 AM
We got 1,100 textures, so multiplying it to 5 (for every zoom) would be 5,500... so  :-\

Heblem, that's still only 1,100 textures.
The zoom is set by the 8th digit, and these are automatically assigned in SC4Tool:

  • 0 = Zoom 1 (8×8 pixels)
  • 1 = Zoom 2 (16×16 pixels)
  • 2 = Zoom 3 (32×32 pixels)
  • 3 = Zoom 4 (64×64 pixels)
  • 4 = Zoom 5 (128×128 pixels)


Quote from: Heblem on December 19, 2008, 05:17:54 AM
What I though about doing texture its the next:
For ej...
The 0xF49, was the designated number...
4 digit, was an extra instance number for accommodations as like a, b, c, d, e, f, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 (which I get 16 families of textures)

The numerical order is 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, a, b, c, d, e, f


Quote from: Heblem on December 19, 2008, 05:17:54 AM
5 digit, was the health type, so I thought using a 0 would set it as neutral (no wealth) as like 1 for low, 2 for medium and 3 for high

Use "0" in this place only if you also make wealth dependent textures with numbers 1, 2 and 3.
If you do not intend to make wealth dependent textures, you should use the numbers between 4 and F instead, giving 12 values to choose from.


Quote from: Heblem on December 19, 2008, 05:17:54 AM
6 digit and 7 digit are for accommodations number (getting a range from 1 to 99 textures per family) so actually I can do 16 families of textures (giving into a total of 1584 textures, not enough for 5,500) so if I need 5,500 , I thought I would use like 3-4 ranges of textures...

Digits 6 and 7 can both take 16 values (from 0 to F), giving 256 values to choose from (ranging from 0x00 to 0xFF).
And 16 families would in that case give 4,096 unique numbers, quite enough for your 1,100 textures,
still even without taking into account the 12-fold amount of numbers you would get by using 4...F instead of 0 in the 5th digit.

Meastro444

i request a range as well.
Friend of the Certified Drama Queen :)

geoffhaw

@ Meastro444, your range is 0xF4980000 to 0xF49FFFFF

Meastro444

Friend of the Certified Drama Queen :)

wes.janson

I would like to request a range if you please.


Henrik Sedin: 82gp 29g 83a 112p - 2009/2010 Art Ross/Hart Trophy winner!

geoffhaw

@ wes.janson, your range is 0xF4A00000 to 0xF4A7FFFF

wes.janson



Henrik Sedin: 82gp 29g 83a 112p - 2009/2010 Art Ross/Hart Trophy winner!

Pat

OK I am going to try and go insane here by making my own texture... May I please have my own range, thank you....

Patrick

Don't forget the SC4D Podcast is back and live on Saturdays @ 12 noon CST!! -- The Podcast soon to Return Here Linkie

Ennedi

I'd like to request my own range too  :)

Adam
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