Fisk
Member

Posts: 318
Registered: 02-07 |
Gez said:
Very interesting. Where is the height information?
The height data for the entire level appears to be stored in one specific place and isn't defined for each individual cell. I'm not sure where it is, but maybe when I log on later I'll have more info for you.
EDIT: There's something that's puzzling me... Has anyone observed areas that have more than one different ceiling texture on the same level? My guess is that both bytes of the floor texture data present in the .map files are both strictly to define the floor texture, and that there's a header or some such in one of the files that defines a ceiling type (either a texture ID or a sky number). On this note, I have a theory that the .map files are composed of layers of tiles, like Wolfenstein 3D. I have made no attempt as of yet to open them with TED5 (I imagine this is what Raven used to make the .map files, but I haven't been able to get it to run, and I don't have a list of texture indexes to refer to while editing). I fear though that one of the map files is some kind of BSP data...
I also have reason to believe that the maps are 64x64 tilemaps, like Wolf3D. I'll be documenting more of my findings on the map formats in this thread later today.
Also available on Raven's site is a module for UGE which reveals some things about the savegame format: http://www.gamesdomain.com/directd/...s/shadcmdl.html
Last edited by Fisk on 08-18-08 at 18:04
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