Scenery Header file usage

Chris Parks

Vault Senior Citizen
Does anybody know how this file functions at all?

For example:

#define PID_CORN_1 (33555395)
#define PID_CORN_2 (33555396)
#define PID_CORN_3 (33555397)
#define PID_CORN_4 (33555398)
#define PID_CORN_5 (33555399)
#define PID_CORN_6 (33555400)

This is the data for the corn scenery pids. How are the numbers in brackets related to the numbers in the mapper?

I want to add some new art that you can create from a script but I need to register them in this file first. So far, the creation works, but it calls for the wrong things!

Any ideas?
 
Chris Parks said:
Does anybody know how this file functions at all?

For example:

#define PID_CORN_1 (33555395)
#define PID_CORN_2 (33555396)
#define PID_CORN_3 (33555397)
#define PID_CORN_4 (33555398)
#define PID_CORN_5 (33555399)
#define PID_CORN_6 (33555400)

This is the data for the corn scenery pids. How are the numbers in brackets related to the numbers in the mapper?

I want to add some new art that you can create from a script but I need to register them in this file first. So far, the creation works, but it calls for the wrong things!

Any ideas?

Scenery doesn't have to be registered in a header file in order to be created by a script. The vertibird mod adds a new cockpit (scenery item 1856) that can be used, and it isn't mentioned in a header file. If I remember correctly, though, the scenery created is the last four numbers there, which should correspond to the .pro file.

Edit: Back home on my computer, and looked through some of my stuff. The actual scenery called will be 33554432 plus whatever the number of the .pro file is. So, in your example, it is set to call 0000963.pro through 0000968.pro from the scenery folder.
 
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