Mikew,
Going back and reviewing the previous information on the board regarding the default newhoriz.3 vs the extracted version with its additional blocks at the end of the file. In AC3D they look identical, however, looking at the code reveals the differences. The files diverge at line 0491 where the new file has:
0491;
00A300900492;000300800013000000030012
0493;00720012000300040011
0494;00720011000400070014
0495;007200000009000F0003
0496;00720003000F00100004
0497;00720004001000080007
0498;0072000900160017000F
0499;0072000F001700180010...
The 00A3 opcode appears to be an operator associated with a jump. If you jump 0090h you are at the start of the additional lines not found in the default newhoriz.3 file.
In a previous thread discussing the 3 files you mentioned that:
"Regarding the Header, it sounds like good progress has been made by breaking them down into 5 categories. It would be interesting to know whether all pure terrain files have the 00A3 'tag' with no exceptions."
I believe you are correct that the 00A3 opcode, which is found in the Header of many terrain files, is related to a fairly global TAW process and am curious if this opcode could be used for certain types of decisions such as AGP vs Standard texture mapping, for example. If you recall my earlier discussions regarding the global textures and the implementation of the new AGP "SKY" .RAW files,
http://simhq.com/forum/ubbthreads.php/topics/2605948/2.htmlI proposed that the additional lines in the new file would accomodate the implementation of the AGP set.
To follow this logic further and if my use of your extremely insightful guide to the interpretation of the .3 files is accurate, I could start with the lines:
0508;0047014200040000000001FF000001FF000100000001
0509;002F00040012001300000003
0047 This is the opcode for a textured polygon
0142 Index number of texture from the file 'redXXXX.ini' in the 3 folder (322d). 322 is not in the TAW default .ini file series but is added manually with the following AGP .raw file related lines:
322=sky0800
323=sky1000
324=sky1200
325=sky1400
326=sky1600
327=sky1800
328=sky2000
329=sky2200
310=sky0000
311=skynvg
0004 Special 4 sided Polygon?
0000 0000 Texture coordinates of vertex 12
01FF 0000 Texture coordinate of vertex 13
01FF 0001 Texture coordinate of vertex 0
0000 0001 Texture coordinate of vertex 3
etc..?
This maps the raw textures onto the newhoriz.3 grid when AGP is active using the 00A3 operator. (?)