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Supreme ruler ultimate trainer 9.0 12
Supreme ruler ultimate trainer 9.0 12












supreme ruler ultimate trainer 9.0 12
  1. #Supreme ruler ultimate trainer 9.0 12 upgrade#
  2. #Supreme ruler ultimate trainer 9.0 12 full#
  3. #Supreme ruler ultimate trainer 9.0 12 code#

GRAPHICS\MESHES\xc.DDS where x is the RegionalTexture field and c is the region code character (A-Z).If the RegionalTexture field is used the file will be in the form of:.(Some of these elements are only supported in GR/NG) Regional Textures will be attempted and used if they exist.In INI/CSV/Data files, True/False can be y/n, 1/0, -1/0.Prior to version 9.0.75, and in prior games (SR1936, SRCW, and SR2020), the maximum PICNUMS value was 999.

supreme ruler ultimate trainer 9.0 12

  • Range from 1536 to 1999 may be assigned by BattleGoat to specific modders that provide their content back to the main game.
  • The number of UGBITS pages supported is increased to 16 from 4 in version 9.0.75 to match.
  • #Supreme ruler ultimate trainer 9.0 12 upgrade#

    Meshtype 34 to 48 are ' Subsystem Upgrade Object' Meshtype will integrate with Subsystem Upgrade tech effects to determine which are drawn.Galactic Ruler and SRNG will support 20 partial (sub) meshes (0-19).A standard object uses meshtype 2 other types are for additional uses such as Ground Plane.X file (usually base) or (usually turret) Each sub mesh can be from either the Mesh.X file, or submesh # 255 is "use all meshes" (in SRU/1936/2020 # 15 is used for "all") Each sub mesh can either be a single submesh of the.

    supreme ruler ultimate trainer 9.0 12

    There can be up to X partial (sub) meshes used in the object (0-X).These can be used to combine two meshes into the one object, such as base and turret.Up to two Meshes files (.X) can be used for each Picnum.1: Unit Effect (Land/Air/Sea/Space unit).0: Default based on type of unit and other triggers.Override Scale value for Mesh Draw (Default 1.0) This is an optional field and may be left blank to use the default regional texturing method. The name of the texture file (without extension) to be used for regional texturing. – Texture Override for Mesh Other Textures – Texture Override for Mesh Overhead Textures (Type 0/1) Texture Name overrides for each Mesh – Default is to use Mesh Default Texture x Mesh File Number for secondary set (usually Turret) of this object (Mesh) x Mesh File Number for first set (usually Base) of this object (Mesh) Only display when map view angle is pitched (not 'top down' direct view) T/F For Subsystem Upgrades, if set then replace (instead of cumulative)Īnimation/lights act ‘fast’ ( Not Implemented) 34 - 48: Subsystem Upgrade Object GR/NG (also affected by OptionOb).26: Day/Night Layer (Planet Object) (May not be required).20: Turret Rotation Point (Unimplemented).16: Cargo object (GR/NG - shown if there are units in cargo hold).15: Point – Smokestack Point (Unimplemented).13: Ammo object – Missile Ammo (Unimplemented).12: Ammo object – Regular Ammo (Unimplemented).9: See-Through Object (Rotor/Propeller/Window) (Depth Read only) (GR/NG).8: Shields / Energy Shield Bubble (Unimplemented).7: Faction Emblem Object (draw using faction emblem texture) (GR/NG).6: Animated (Rotating) object, ping-pong using limited arc (Unimplemented).

    #Supreme ruler ultimate trainer 9.0 12 full#

  • 5: Animated (Rotating) object, full rotation loop (currently Unimplemented).
  • 4: NOT USED (Subsystem upgrades are now 34-48).
  • 3: Non-Rotation Object (keeps facing in same direction).
  • 2: Standard Object (Hull/base or Turret if ‘TurretView’ true).
  • (Shadow if pitch, Overhead if no pitch).
  • Shadow use: Pitchonly True, bhasshadow True.
  • Overhead use: Pitchonly False, bhasshadow False.
  • 1: Overhead quad (No-pitch use, also shadow use).
  • T/F if this object is part of the Turret transformation (rotation)Īlways apply Faction colour to units, even original region (GR/NG) GR/SRNG: 0-254 for Submesh for object, or 255 for ‘Use all Submeshes'Ġ/1 for Which Mesh is Referenced for entry (usually 0:Base 1:Turret) SR2020/SRU: 0-14 for Submesh for object, or 15 for ‘Use all Submeshes’ PICNUMS File Definition Column Definitions The numbering of PICNUMS is per this standard as of SRU version 9.0.75 (January 2017):ġ024 to 1279 - reserved for engine use (Terrain)ģ072 to 4095 - reserved for modder use (will not be used by BG) This file is not saved in save-game files, it is loaded from AllLoad.ini on each game start. Ordinarily the game will load DEFAULT.PICNUMS although it is possible to specify a different file in the \INI\ AllLoad.ini initialization file. The file is located in the \GRAPHICS\MESHES folder This file defines for the engine what parts of which 3D model should be used as well as the texture (default or override) to use. In the equipment file units are assigned a picture number.














    Supreme ruler ultimate trainer 9.0 12