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April 20, 2021, 03:47:45 PM

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Author Topic: sc4 Id's  (Read 4574 times)

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Offline Cire360

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sc4 Id's
« on: July 10, 2012, 03:31:39 PM »
Hi guys, hope someone here can help me out.

What I'm looking to understand more or less is that once a unit is loaded, how do  you reference what textures to use on it, when they exists within another file.  for example suppose you wanted to use a few props from file a.dat when your file was called b.dat, do you somehow say using prop group id, or resource id from a.dat?

Does the lot editor or another tool assign group id and resource id?  How does one assert that resource id, group id, has no conflicts with another user who may have generated the same group id, resource id?  I'am assuming that you would probably need to say what file these are in right?

I've seen in the game where a query on a building can count the total number of buildings belonging to some 'groups' here, so i'm assuming that there is something that uniquely identifies all objects in the game right?

Thanks for any info you can supply.

Offline catty

Re: sc4 Id's
« Reply #1 on: July 10, 2012, 08:02:25 PM »

If you haven't already done so, I would suggest taking a look at these two topics

BSC Texture Index  http://sc4devotion.com/forums/index.php?topic=2101.0

BSC Prop Family Index  http://sc4devotion.com/forums/index.php?topic=2490.0
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Offline Cire360

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Re: sc4 Id's
« Reply #2 on: July 10, 2012, 11:03:32 PM »
Thanks catty, so i was right you guys are managing a unique id.  I don't need any ids but just wanted to know how you guys were preventing clashes.

Thanks much for the information.

Offline catty

Re: sc4 Id's
« Reply #3 on: July 10, 2012, 11:29:58 PM »
I'd take a look at this topic as well

http://sc4devotion.com/forums/index.php?topic=11987.0
I meant," said Ipslore bitterly, "what is there in this world that truly makes living worthwhile?" DEATH thought about it. "CATS," he said eventually, "CATS ARE NICE.

Offline Tarkus

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Re: sc4 Id's
« Reply #4 on: July 12, 2012, 01:58:52 PM »
Thread locked.  See here for further details.

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