New lev Crap [message #33221] |
Wed, 31 October 2007 04:45 |
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Keshire
Messages: 1266 Registered: July 2005
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Administrator
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Went to take a new look at this because Baystone tweaked my curiosity.
Main Header:
2 Bytes Version - 1st byte did nothing noticeable, 2nd byte crashes the game on anything other than '25' (I bet it's looking for the 'obsolete' data)
4 bytes Unknown -
4 bytes Pointer -
4 bytes Unknown - I nulled all 3 of these without a crash.
Map Header:
4 bytes Version - Haven't messed with this yet...
1 byte Boolean - Causes the level mesh to not sync up with the STB mesh when set to False.
Map Data:
4 bytes Version Always '3' - This marks where it's pulling sound themes from. 0-2 = Height Map Cells, 3+ seems to be global.
Height Map:
1 byte Version - 0-3 cause the map to forbid movement.
1 byte 'Should be 0' - No noticeable effect when changed .
1 byte Unknown - Sound theme to use if Map data is before version 3
1 byte 'Should be 0' - No noticeable effect when changed.
1 byte Unknown - Again. No noticeable effect
Unknown Changes added to wiki.
The lev's ARE using the Ground Themes listed in the game.bin. Unfortunately their not using all of it. The purpose for messing with these is to attempt to get the ground themes to override the STB file cracking level modding wide open.
So far I can change ambient sound theme per cell now. Would like to get this transfered to the Sound Map though which doesn't look to be used. Still have 1 version number that I didn't touch.
Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
[Updated on: Wed, 31 October 2007 04:48] Report message to a moderator
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