DEFAULT.PICNUMS

## 3D Model Picture Numbers

In the equipment file units are assigned a picture number. 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.

The file is located in the \GRAPHICS\MESHES folder

Ordinarily the game will load DEFAULT.PICNUMS although it is possible to specify a different file in the \INI\AllLoad.ini initialization file.

This file is not saved in save-game files, it is loaded from AllLoad.ini on each game start. It is not sync-sensitive.

The numbering of PICNUMS is per this standard as of SRU version 9.0.75 (January 2017):

#### Reserved Picnums

Supreme Ruler Ultimate

```
1 to 1023 - current range
1024 to 1279 - reserved for engine use (Terrain)
1280 to 1535 - reserved for engine use
1536 to 2998 and 3000 to 3071 - new range for unit meshes
2999 - Reserved in code
3072 to 4095 - reserved for modder use (will not be used by BG)

```
Galactic Ruler

```
1 to 1023 - current range
1024 to 1279 - reserved for engine use (Terrain)
1280 to 1999 - reserved for engine use
2000 to 2599 - reserved for modders
2600 to 2998 - Planets and Stars
2999 - Reserved in code
3000 to 4095 - Space Units

```

## .PICNUMS File Definition

*How it works:*

* Up to two Meshes files (.X) can be used for each Picnum.
	+ These can be used to combine two meshes into the one object, such as base and turret.
* There can be up to X partial (sub) meshes used in the object (0-X)
	+ Each sub mesh can either be a single submesh of the .X file, or submesh # 255 is "use all meshes" (in SRU/1936/2020 # 15 is used for "all")
	+ Each sub mesh can be from either the Mesh .X file [0] (usually base) or [1] (usually turret)
	+ A standard object uses meshtype 2; other types are for additional uses such as Ground Plane
	+ *SR2020/1936/SRU supports 4 partial (sub) meshes (0-3)*
	+ *Galactic Ruler and SRNG will support 20 partial (sub) meshes (0-19)*
	+ *Meshtype 34 to 48 are 'Subsystem Upgrade Object' Meshtype; will integrate with Subsystem Upgrade tech effects to determine which are drawn*

*Notes:*

* The number of UGBITS pages supported is increased to 16 from 4 in version 9.0.75 to match.
* Range from 1536 to 1999 may be assigned by BattleGoat to specific modders that provide their content back to the main game.
* Prior to version 9.0.75, and in prior games (SR1936, SRCW, and SR2020), the maximum PICNUMS value was 999.
* In INI/CSV/Data files, True/False can be y/n, 1/0, -1/0
* Regional Textures will be attempted and used if they exist. (Some of these elements are only supported in GR/NG)
	+ If the RegionalTexture field is used the file will be in the form of:
		- GRAPHICS\MESHES\xc.DDS where x is the RegionalTexture field and c is the region code character (A-Z)
		- GRAPHICS\MESHES\x-c.DDS where x is the RegionalTexture field and c is the lower case region code character (a-z)
	+ If no RegionalTexture name, then file name in the form:
		- GRAPHICS\MESHES\UNITxxxc.DDS where xxx is the Meshnum (***not*** picnum) and 'c' is the region ID character (A-Z)
		- GRAPHICS\MESHES\UNITxxx-c.DDS where xxx is the Meshnum (***not*** picnum) and 'c' is the lower case character (a-z)
			* *(Prior to version 9.1.200, this used the Picnum accidentally, which is usually the same, but not always)*
	+ If not found, then the appropriate TextureOverride is tried:
		- GRAPHICS\MESHES\TEXTUREOVERRIDEc.DDS
		- GRAPHICS\MESHES\TEXTUREOVERRIDE-c.DDS *(for lower case region codes)*
	+ If still not found, then the appropriate TextureOverride is used with no region code
	+ If none of the above is found or exists, then the default texture in the object Mesh file is used.
		- (Regional ID characters are *not* appended to the default texture)
	+ *Lower Case region codes are only supported in GR/SRNG*

## Planet Mesh Scale

Current Scale = A \* B \* C

A = Picnum Scale

Picnum Planetary Scaling
 Small = 0.85f
 Normal = 1.00f
 Large = 1.15f
 Very Large = 1.30f
 Standard = 1.00f