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update for reg_file (#127)
* added a bunch of names from various sources, edited a lot of names for more accurate capitalization these names i based guessed on other known filenames: the names for speech bubble textures and effects, names from cell_food_L3a to dietycomplex_platinum, moonrocks_4x4 cg_unlock_part_rock i guessed out of a bunch of words put together DDFMap is from blockmap.xml from the spore website, its not used but i might as well add it too AssembledContentStrs~ and AssembledContentStrs_AssembledCSA~ are based on filenames from the february 19 build herdtypes~!0x6B4BCD8A given an arbitrary alias for convenience (CRG_SummonFlock~), was not able to find its real name at the moment aliases for group schemes (0x40...) are based on what the actual group scheme names are. OptionPhotoRes_low~, OptionPhotoRes_med~, OptionPhotoRes_high~ get renamed to options_config_1~, options_config_2~ and options_config_3~ respectively. palette_block~ and palette_blockpainttheme~ are found in cake editor parts, terrainSystem_script~ is found in Pollination.package i have more group scheme aliases, but most rename existing aliases, which im uncertain about as of the moment as i dont want to inconvenience modders added some more feb 19 names (Gonzago~ to ac_DemonDog~) as aliases, since their names did not convert to their hash properly. there were some more i could have added, but some are hashes 0x00000001, 0x00000002 and 0x00000003 which will collide with others a lot, and others overwrite the hashes for modelCapabilityLiquid~ to modelCapabilitySlash~ with names like liqd~ and slsh~, which would be more confusing. i also didnt add Fishtistic~ (for the outfitted one) because it just happened to use the default 0x811c9dc5 value the creation names (ac_Barogan House 1 to Blue Goo Cultural Water) come from PreBakedKeys.txt in spore hero, likely from a 2007 spore build. specifically the names that match the creation's hash when converted. most of them are not likely to see use any time soon, but one of the names, NeutralCell_cilia_01, is actually still referenced in a file in retail (for one of the .random_creature files) i also threw in the name for the cut creature Kadents, which can be found in AssembledContent (hash 0xB174EB5D, not to be confused with 0x06566594, which is also named Kadents in AssembledContent, but is actually Trosqi) changed capitalization for a lot of names, based on KeyMap.txt from the february 19 build, KeyMap from the ep1 package for sounds, and the animation names in 0xF8CC4670.tlsa, as well as blockmap.xml and paintmap.xml from the spore website; and creation names based on the filenames in AssembledContent and the spore hero file PreBakedKeys.txt for whatever reason, the capitalization on the creature part names is very inconsistent (CE_movement_primate_01 and ce_movement_primate_02, or Limb_assembly_x_leg_13 and limb_assembly_x_leg_14, or even ve_cultural_06-symmetric and VE_Cultural_06 etc). this is accurate to blockmap.xml however note that in KeyMap the capitalization may differ for the same name too, the rw4 file is ve_details_17 lowercase in Arenas\Editors\RigBlocks\VehicleEditor\, but the prop file is VE_Details_17 capitalized in Models\Editors\RigBlocks\VehicleEditor\. i chose to prioritize the capitalized names currently i decided not to replace the skinpaint names, which are supposed to be all lowercase (ce_skinpaint_base_blankmatte), same for other names that are actually supposed to be fully lowercase. i might do them later or leave them alone also fixed all broken aliases (which were incorrectly using spaces instead of a tab), and removed some duplicate names * Update reg_file.txt again implemented suggested changes
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