Outfit limit

This is strange:
In the Bible it states that there is a maximum of 128 outfits allowed in Override, however there are only 64 places for Outfit pics. Does anyone know what the problem is? Is the limit for outfits 64? Can we keep adding pics without difficult? There's a limit of 100 in any case because the pics run up against the IDs for smaller images for outfits that start at 6100.

Help!

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Bubbles

Bubbles wrote:
**There's a limit of 100 in any case because the pics run up against the IDs for smaller images for outfits that start at 6100.
**

Just make a large array of outfit pics, like Override normally has.

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Zacha K
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Override has fewer than 64 outfit pics, I'm making a plug that requires more than 64 outfits. Hence my question.

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Bubbles

If EVO works like EV on this point, you can have functioning outfits, but no picts for the high numbers. What you will see is a pixily version of the first, second, etc outfit for the big image, but the proper thumbnail for the high numbered outfit. This is even true if you don't use the thumbnail technique for images. What you can do is use those outfits for things that cannot be bought, e.g. technology given to you in mission, controlled or alien stuff. That is what we had to do for Galactic Scourge (for EV).

Jason

Thanks Ionstorm, I hope you're right. I just don't want to put in all the work entering the data and graphics for the extra outfits if they will not show up when I play.

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Bubbles

IonStorm wrote:
**If EVO works like EV on this point, you can have functioning outfits, but no picts for the high numbers. What you will see is a pixily version of the first, second, etc outfit for the big image, but the proper thumbnail for the high numbered outfit. This is even true if you don't use the thumbnail technique for images. What you can do is use those outfits for things that cannot be bought, e.g. technology given to you in mission, controlled or alien stuff. That is what we had to do for Galactic Scourge (for EV).

Jason**

YOU WORK FOR NASA?! Wow.

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Actually, I feel more comfortable using the outfit thumbnails - just take the large outfit pict and add 101 to it to get the ID of the thumbnail, and that'll be the small (32x32? I don't remember) pict.

I guess it's pretty obvious, but if you want to make over 100 outfits, make sure the ones that don't require picts (non-purchasable) go towards the end.

Mike Lee (Firebird)

(This message has been edited by Firebird (edited 01-29-2000).)

Ok, but my question was this:
The bible only describes 64 slots for outfit pics. Do more than 64 outfit pics work? Clearly more than 100 won't work. That's not what I'm concerned about. I'm trying to figure out some more details to combining the EV and EVO universes which would require more than 64 outfits available to buy. I am also considering concepts which would involve more than 100 purchasable outfits, and I want to know whether that is possible (perhaps allowing some blank thumb-nails).

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Bubbles

(This message has been edited by Bubbles (edited 01-29-2000).)

Bubbles wrote:
**Ok, but my question was this:
The bible only describes 64 slots for outfit pics. Do more than 64 outfit pics work? Clearly more than 100 won't work. That's not what I'm concerned about. I'm trying to figure out some more details to combining the EV and EVO universes which would require more than 64 outfits available to buy. I am also considering concepts which would involve more than 100 purchasable outfits, and I want to know whether that is possible (perhaps allowing some blank thumb-nails).
**

Where do you get that 64 oufit pics limit? I've never seen that in any version of EV or EVO Bible.

Anyway, there can be up to 100 purchaseable (with pics that show up correctly in the outfitter window) outfits, the maximum number of outfits is 128. I believe that outfits with ID numbers higher than 227 can be purchased normally, however the outfit picts will not display correctly so you cannot see what you are getting.

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The Annotated Edition the bible reads, commenting on the descs that are allotted for various purposes:
"100x100 shipyard graphics...............5000-5063"
I guess it was just a typo on WickedDyno's part. I was just concerned, didn't want to run into such a low limit. That's all. Thanks for clearing that up, Joe, it was a detail, but I wanted to make sure before I spent all the time in ResEdit.

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Bubbles

Bubbles wrote:
**The Annotated Edition the bible reads, commenting on the descs that are allotted for various purposes:
"100x100 shipyard graphics...............5000-5063"
I guess it was just a typo on WickedDyno's part. I was just concerned, didn't want to run into such a low limit. That's all. Thanks for clearing that up, Joe, it was a detail, but I wanted to make sure before I spent all the time in ResEdit.

**

I haven't done that much (almost none, actually :-)) work with EVO, but I am working with an EV plug that has at present 97 purchasable outfits plus 13 others - everything seems to be working as it should. The same principles should apply to EVO.

Good luck.

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I hope so, thanks.

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Bubbles

According to the EVO Bible, there are two conflicting passages:

Part II - Resource descriptions
"...Additional graphics for the shipyard and outfit dialog menus...are loaded from PICT ID's 5101 and up for shipyard and 6101 and up for outfit..."

and then later on:

• The oütf resource
"The large (100x100 pixel) outfit dialog pictures are stored using PICT resource IDs 6000 and up. Unfortunately, due to lack of planning, the master oufit menu pict is stored at ID 6100, so the large outfit picts with IDs that would normally be 6100 and above are offset forwaeds by one. So, the large outfit picts are stored from PICT IDs 6000-6099 and 6101-6128."

So which is it? Are resources 6101+ for large or small outfit picts? What happens? Does EVO stuff a 100x100 pict into a 32x32 menu space? or does it expand a 32x32 pict into a 100x100 space? Or both? (depending on the size of the graphic) Or none? (it chokes)

The outfit matrix at 6100 is 8x10. What if it was replaced by a matrix that could handle all 128 small outfit picts (8x16) Would EVO handle it properly? And if so, would it then use it for the small 32x32 outfit picts and use 6101-6128 for the large 100x100 outfit picts?

Desprez

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