• Welcome to SC4 Devotion Forum Archives.
 

News:

The SC4 Devotion Forums are no longer active, but remain online in an archived, read-only "museum" state.  It is not possible for regular members to post or use the private messaging system, and no technical support will be provided for any issues pertaining to the forums in their current state.  Attachments (those that still work) are accessible without login.

The LEX has been replaced with SC4Evermore (SC4E), and SC4E maintains an active Discord server.  For traditional forums, we recommend Simtropolis.

Main Menu

texture conflict

Started by gottago, September 02, 2009, 02:46:50 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

gottago

A few months ago I was relotting the Koelner Dom to represent the RL plaza as closely as possible and came across an ID conflict when using two infrequently used textures. After plopping the lot a couple of times and thinking LE was acting up, I swapped out the textures and used other approximations, but this has always nagged at me and I finally got around to recreating the situation with LE, taking notes and screenshots, and posting here.

The texture IDs in question are 0xba0f5000, which renders ingame as 0xba0f0000, both obviously from the same pack. IIRC, an older lotting thread mentioned there was an ID conflict with an intricate burgundy NDEX texture (0xba00f70a from LE) which is in the same range, so I assume this is another conflict from that pack.

Here are screenshots of the textures in question, showing them in LE and an ingame plop:





I plopped the Cologne Cathedral with this texture conflict into a region that succumbed to the prop pox recently, and I've been following that thread closely ever since, and this was the impetus that got me to revisit this lingering texture conflict, on the off chance that this might be another contributing bug, though I clearly understand a texture conflict is not the same thing as a timed prop. ;)




BarbyW

This conflict has been discussed and solved here
Inside every old person is a young person wondering what happened. TP



Barbypedia: More alive than the original

gottago

BarbyW thank you for your swift reply but I am confused how that thread/situation applies here. The textures are not the same as in that thread you linked to, and they are also textures conflicting within the same pack.

Is the conflict created by the 6th digit of the texture ID referred to there? I placed 0xba0f5000 and the game renders 0xba0f0000--am I to understand that the shared zero, as in >> 0xba0f*"0"00 << is the culprit?

I can create a new texture ID to avoid the conflict for my own use, but since I'd not altered the original ID's, and the conflict is occurring between two textures within the same pack, this doesn't address the potential for this conflict appearing with other players. 

At least this is how I understand things; I'd appreciate your further insights.

BarbyW

The thread does apply as it is the RT_stonetilebullring.dat that is the problem. Search your plugins for that and remove it then all should be well.
Inside every old person is a young person wondering what happened. TP



Barbypedia: More alive than the original

gottago

thanks for clarifying--it was found lurking in program files plugins and indeed all is again well.