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-   -   ImageMod getting full... (http://forum.shrapnelgames.com/showthread.php?t=8435)

Ed Kolis January 28th, 2003 01:13 AM

ImageMod getting full...
 
IIRC SE4 only supports 999 component and facility images, right? Well, the ImageMod has over 800 components... this looks like it might be a problem! I wonder what it would take to get support for more, say 9999 or 32767? Otherwise the imagemod would have to be culled when better quality images arrive, and that would be a bad thing, since it would make the mod no longer compatible with earlier Versions... http://forum.shrapnelgames.com/images/icons/icon9.gif

Fyron January 28th, 2003 01:15 AM

Re: ImageMod getting full...
 
It supports more than 999 images.

Suicide Junkie January 28th, 2003 01:16 AM

Re: ImageMod getting full...
 
Nope! The image numbers can go well beyond 256 and even 1024, so I believe they will reach at least to 32K.

There is more than enough room left, I just need to get some time to add the submissions to it http://forum.shrapnelgames.com/images/icons/icon7.gif

Instar January 28th, 2003 08:01 AM

Re: ImageMod getting full...
 
Ive been hunting for the latest Version of the image mod... where is it?

Fyron January 28th, 2003 08:21 AM

Re: ImageMod getting full...
 
Check my sig.

mlmbd January 28th, 2003 06:18 PM

Re: ImageMod getting full...
 
SJ,
Quote:

so I believe they will reach at least to 32K.
<font size="2" face="Verdana, Helvetica, sans-serif">Whew! Sure am glad to hear, er see that. I like pretty pictures!

Instar, everything is in fyron's sig! http://forum.shrapnelgames.com/images/icons/icon10.gif

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

Ed Kolis January 28th, 2003 11:22 PM

Re: ImageMod getting full...
 
Quote:

Originally posted by Imperator Fyron:
It supports more than 999 images.
<font size="2" face="Verdana, Helvetica, sans-serif">So what comes after Comp_999.bmp? Does the game actually know that 1000 comes after 999 - I figured since the first few components were something like Comp_025.bmp that there had to be the leading zeroes... you're saying the game will take Comp_1000.bmp and not return an error or think it's Comp_100.bmp or something?

Fyron January 29th, 2003 01:51 AM

Re: ImageMod getting full...
 
Why don't you test it out, and then report your results? http://forum.shrapnelgames.com/images/icons/icon10.gif

PvK January 29th, 2003 01:56 AM

Re: ImageMod getting full...
 
SJ said 1024 worked, below.

Krsqk January 29th, 2003 03:09 AM

Re: ImageMod getting full...
 
It works right now with Comp_0999.bmp. It probably does something like
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">val(right(bmp_name,len(bmp_name-5)))</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Depending on how it's set up (unsigned/signed long/short int), there might not be a practical limit to the number of pictures.


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