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Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: TallgeeseIIII on 2004-06-15 00:10:35

Title: World Map
Post by: TallgeeseIIII on 2004-06-15 00:10:35
I saw a topic a while ago that said the world map hasn't been figured out yet, it was a pretty old topic, is that still true? because i'd like to get ahold of that model.
Title: World Map
Post by: halkun on 2004-06-15 02:34:50
The problem is that it's not a model. It's a Binary search tree tileset

Each sector of the map is broken down in to subtiles and each subtile is furthur broken down. I think the map is 256x256 tiles but there are "repeats" like the water and such. We were unable to decode the individual tile models because when we moved a byte, it meesed up the binary search tree and caused it to go blank.

It's really a tricky format.
Title: World Map
Post by: TallgeeseIIII on 2004-06-15 04:52:11
oooh, i see.... i think...
Title: World Map
Post by: mirex on 2004-06-15 10:32:58
halkun: is there any documentation on the map format ?
Title: World Map
Post by: halkun on 2004-06-15 10:44:49
No, nothing that survived a semi-recent hard drive crash
Title: World Map
Post by: mirex on 2004-06-15 11:52:10
dang, hdd crashes are bad
Title: World Map
Post by: Cyberman on 2004-06-15 17:49:40
Quote from: halkun
The problem is that it's not a model. It's a Binary search tree tileset

Each sector of the map is broken down in to subtiles and each subtile is furthur broken down. I think the map is 256x256 tiles but there are "repeats" like the water and such. We were unable to decode the individual tile models because when we moved a byte, it meesed up the binary search tree and caused it to go blank.

It's really a tricky format.

Oh.. this is the PC version I assume? So they used a binary serarch tree.. no wonder I couldn't make heads or tales of it. They stored a tree structure into the map files. I guess I better ask someone reguarding PCSX the next generation.