But, if the right shift value was less than 12, the script could be modified to use more textures. What would the shift argument need to be to result in 0x20?
parazaine wrote:
i could quickly flesh out a 64 random home-planet (and 32 moons and planets)
You'll have to modify the values in the array. For more 'home' planet textures just change the 0x2 part (to e.g. 0x21A5 -> 0x1F1A5). The script supports up to 256 textures currently. Secondary planets and moons is handled differently if I recall it right (have to look it up).
Yes, I modified the section of the array for galaxy 3, my commanders current location. For brevity, I'll just say I did it to expand the variety of home_planet textures to 64. Of course I had to implement 64 unique textures for the script to work.
For example, if system number 0 previously had an array value of:
0x2100
It now has a value of:
0x2C100
This brings up a question I have... Oh, when will he ever bugger off... Will this (The extra hex digit) effect how the number of moons and extra planets are determined?
I know you are familiar with this but here it is anyway:
The number of planets/moons set with OXP config is not kept for me over saveloads. (Maybe a program restart is required in order to make it "forget" about the setting as opposed to going to the main screen only.)
The number of planets/moons set with OXP config is not kept for me over saveloads. (Maybe a program restart is required in order to make it "forget" about the setting as opposed to going to the main screen only.)
Are you using SR from wiki or Additional Planets from the manager? Additional Planets uses the same identifier in OXPConfig. Mainly because Additional Planets was originally forked from System Redux. The current version of Additional Planets has been mostly written from scratch. The link to OXPConfig being the only relic from SR. And to be honest, at time I did not very thoroughly test it .